155,854 Commits over 4,536 Days - 1.43cph!

2 Days Ago
Fix a save/load bug I found at the same time
2 Days Ago
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2 Days Ago
Fix cows healing when roaming, instead of when needs are met, causing walled in cows to do well
2 Days Ago
Updated Cow, Bull, Calf Corpse Prefab to give Raw Cow Meat when harvested
2 Days Ago
Update Cow meat item names and descriptions
2 Days Ago
merge from misc_error_cleanup
2 Days Ago
Manifest Update
2 Days Ago
Improve warning when unable to connect to a radio station url instead of erroring RidableHorse.prefab
2 Days Ago
Added Cow Meat Model and Textures Setup Cow Cooked, Raw and Spoiled Meat Materials Setup Cow Cooked, Raw and Spoiled Prefabs
2 Days Ago
Updated Big Cat Meat Spoiled Material so it as showing the spoiled effect
2 Days Ago
Remove "standard vis test" debug log when bradley targets non-players
2 Days Ago
merge from main
2 Days Ago
Fix "calling kill but already destroyed" warnings when cargo ship drives through junkpiles
2 Days Ago
Add a pool attribute, fix some formatting
2 Days Ago
Add editor tool to generate box colliders from DCC reference meshes Artists can build box collision in their preferred DCC, export an FBX, place it under the prefab’s collision object, then right-click to convert its boxes into individual BoxColliders. Object-name suffixes assign physics materials, e.g. _wood selects Wood, and are omitted from generated child names. Rotated boxes receive separate child GameObjects to preserve their orientation. Supports safe regeneration, Undo/Redo and automatic removal of the reference instance after conversion
2 Days Ago
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2 Days Ago
Applying shelved heli/hav direction based armour changes
2 Days Ago
Brackets for pipes (room c)
2 Days Ago
merge from main
2 Days Ago
Fixed stag not responding to ai select/move commands
2 Days Ago
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2 Days Ago
Post merge manifests
2 Days Ago
merge from cookingworkbench_stopping_fix
2 Days Ago
Refresh refrigeration status immediately when an item changes container, fixes the delay alltogether
2 Days Ago
Merge from animal_fencing_v2
2 Days Ago
Rather than using the active depth texture in the GBuffer pass, switched back to using the CameraDepth directly
3 Days Ago
Removed the UniversalPipeline tags from the blit shaders
3 Days Ago
merge from livestock_animals
3 Days Ago
merge from main
3 Days Ago
merge from automated_testing
3 Days Ago
Fix kick hazmat worldmodel outline
3 Days Ago
merge from main
3 Days Ago
Merge from main
3 Days Ago
Bradley Flatbed materials and textures. Model update
3 Days Ago
Add pillbox tranlsation strings. Add to icon generator manifest.
3 Days Ago
Merge from main
Rin
3 Days Ago
Reduced HQM collectable scale
3 Days Ago
Fix terrain compute uninitialised variable warnings
3 Days Ago
Merge from vehicle_panel_nre_fix
3 Days Ago
Hypothetical fix for NRE on VehicleEditingPanel
Rin
3 Days Ago
merge from bee_grenade_visual_fixes
3 Days Ago
Added support for a DroppedItem to call SetEntityAndChildrenDynamic when it stops moving, allowing us to switch a LOD component from dynamic to static This should allow us to use MeshLOD/RendererLOD on dropped items
Rin
3 Days Ago
merge from paintballgun_colourequipfix
Rin
3 Days Ago
merge from chandelier_optimization
Rin
3 Days Ago
merge from rifle_show_lod_animevents_update
Rin
3 Days Ago
merge from candy_inventory_fix
Rin
3 Days Ago
merge from ornate_horse _mask_fix
Rin
3 Days Ago
merge from worldmodel_sep_fixes
3 Days Ago
Merge from main
3 Days Ago
Added a check to the SceneChecker if a mesh without RendererBatch has > 1000 verts but < 1100 (ie. close)