141,369 Commits over 4,352 Days - 1.35cph!

6 Hours Ago
Apartment Item Reshuffle
Today
Speed up asset scene build a little bit, skip UIElements VisualTreeAssets so we don't get stuck on them
Today
merge from main
Today
Fix animals looking straight ahead when sprinting (should only be for scientists)
Today
Fix animals path deviation not being reset on path change, causing wolf to charge sideways
Today
Fix new network visibility grid being slow at initialization by deferring creating group lists until they're actually needed. 4s->1s (+reduce the current load of 10s garbage collection on every playmode entry.)
Today
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Today
manifest rebuild for kiosk signs
Today
Merge: from connections_pool_leak_fix - Bugfix for leaking List<Connections> Tests: ran around on craggy and checked print_memory showed low max value
Today
Bugfix: return List<Connection> to pool in SendNetworkUpdate_Position Submit on behalf of cipeaX, it's his find Tests: ran around on craggy, checked pool.print_memory - max stayed low
Today
Fix tiger prowling and croc intimidation
Today
Centralize all flags in npc networking component
Today
Industrial Autoturrer - Updated model and placeholder textures, changed IO ports positions based on new art
Today
Merge from terrain_renderer
Today
prefabs/Wallpaper/ ok
Today
Tutorial animation updates
Today
Merge from main
Today
prefabs/NPC/ ok prefabs/resource/ ok prefabs/plants/ ok prefabs/Tools/ ok
Today
Clamp renderdistance with a minimum to fix some edge case issues
Today
* Fix look at not working properly anymore because it was relying on the target being replicated * Make sense component server only, add separate component for networking * Network look direction instead of lkp, don't let the client come up with potentially different look directions (todo fix prowl still depending on target being networked)
Today
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edited holster/baclpack positions on salvaged axe entity
Today
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Today
Industrial Electric Furnace - item created - prefab created - icon created - greybox model - material created - ran localization - ran manifest
Today
Improve fillmounts command - works correctly with horses, prints better feedback
Today
tier 1 workbench empty version
Merge from 3p_spectator_improvements
Today
merge from workbench automated_tests
Fix spam from passing in a zero vector to Quaternion.LookRotation when spectating mounted bots
Today
Test save, 11 workbenches, 9 with each individual upgrade equipped, two with four mixed each.
Merge from main
Today
assigned salvaged axe holdtype overide controller to entity and exported updated 3p anims
Today
handling direct transition between different parent entities properly, the coordinate system changes so it needs to reset tracking, also removed some bad state resets - added convar to broadcast ddraw information on dropped item clip checks and collider state to _all_ players (help info makes it clear)
Today
merge from main
Today
Merge from main
Today
added sofas to prop team prefab and wood shutters greybox
Today
KickHazmat skinning update
Today
3p sitting anims and clips updated
Today
Aded headbob to waterwheel
Today
Merge from main
Today
merge from main
Today
prefabs/Food/ ok prefabs/Instruments/ ok prefabs/IO/ ok prefabs/Locks/ ok prefabs/Misc/ ok
Today
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Add padding to int params
Today
Fix draw distance max cell calculation and snap to furthest lod
Today
Fixed grenade anim override not using throw animations
Today
Fixed holster info bone name not working if supplied bone was spine4
Today
Mountables can now toggle between the legacy vehicle aim yaw system (0-1 range going counter clockwise from forward) or normalized (-1 to 1, 0 straight ahead) Exposed as an accessor for now, not in the inspector Fixed submarine passenger seat spinning Fixed snowmobile passenger seats, had to mark sit pose animations as loops Remove redundant GetMountedAnimationSpeed override in BaseVehicleSeat.cs
Today
Don't show parachute canopy on legs renderers