157,456 Commits over 4,536 Days - 1.45cph!

23 Minutes Ago
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Moved radtown loot crate even further away from the window to prevent cheating
30 Minutes Ago
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Moved loot crate in trainyard powergrid loot room and blocked off windows and railings with plywood and collider blockers
30 Minutes Ago
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31 Minutes Ago
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merge from fix_crash_uploader_release -> main
33 Minutes Ago
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Fix crashes from previous updates being uploaded despite not having the sentry tags written - don't upload old crashes (if we made it past bootstrap but didn't write a crash marker) - still upload crashes that never made it to bootstrap (since this is before crash marker could be written) - tag crashes that didn't make it to bootstrap as "bootstrap crashes" so we can see what crashes happened really early - if we find a bunch of crashes happening before bootstrap we will find a way to include the actual changeset (since we don't read changeset until we get to bootstrap)
46 Minutes Ago
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fix mortar desync when reconnecting/entering network range
1 Hour Ago
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Harbor 1 reenabled HLOD
1 Hour Ago
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Boarded up gaps that you could shoot through into the loot room in Harbor 1
1 Hour Ago
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Boarded up all windows that allowed for looking into and shooting into the loot room in Harbor 2
1 Hour Ago
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sheep sound volume tweaks
2 Hours Ago
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switch biofuel generator sound classes so its active loops are occluded
2 Hours Ago
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remake model renaming
2 Hours Ago
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Merge: from poolanalyzer_validatepooledlist - 4 bugfixes for invalid object recycling Tests: booted unity editor, no errors. booted to craggy
2 Hours Ago
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updates to 3p setup following merge from main Removed the SprintController from the entity - with the hold type gone its guard never passes, sprint pose stayed at 1 on the right arm and hid everything the anim subsystem was doing. Added an Aiming bool plus IdleAim/AttackAim on the 3p_nailgun_aim clips that were sitting unused in the FBX, one handed to match the rest of the weapon, and pointed the subsystem's AimingParameter at it.
2 Hours Ago
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Trading card baseline
2 Hours Ago
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Update: PoolAnalyzer now stop from assigning PooledList to List fields in ProtoBufs - fixed errors found in our code - release bin from 9bf2cc09 This causes recycling back to wrong pool(List) once protobuf is done with the object Tests: unit tests + editor compiles
3 Hours Ago
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2 more attributes
3 Hours Ago
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3 Hours Ago
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Fix attempting to transfer water sources between rooms (sinks)
3 Hours Ago
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remove dolly preview
3 Hours Ago
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Moved things into standalone prefabs.
3 Hours Ago
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add step height to crabs so they dont glitch up cliffs and things add another batched raycast to the crabs for obstacle avoidance so they dont glitch into walls add crabs/jellyfish swarm scripts to budgeted queue fix crabs glitchy leg speeds (i think) replace jellyfish water checks with a batched version
3 Hours Ago
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Halloween Wallpapers - texture update
3 Hours Ago
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If fake steam ids are off when using the multiplayer unity editor display a popup telling us that it needs to be enabled
4 Hours Ago
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merge from Plague_Hazmat
4 Hours Ago
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- re-added settings for viewmodel prefab
4 Hours Ago
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Stripping viewmodel arms from v rig export
4 Hours Ago
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merge from sv_console_terminal_fix
5 Hours Ago
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Make livestock match the player speed when being led, avoid annoying lead breaks / having to wait for them all the time
5 Hours Ago
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Fix floating animals, improve idle performance
5 Hours Ago
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Sheepwool settings adjusted to minimise LOD popping. and changed sheepfur lod shader type and settings to help minimise LOD popping
5 Hours Ago
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Reduced the number of shadow map samples during the blocker search and added an early out for fragments with no blockers to avoid the PCF loop
5 Hours Ago
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Added destroy sounds to sandbag barricades
5 Hours Ago
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merge from main
5 Hours Ago
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merge from biofuel branch with stirring idle anim update
6 Hours Ago
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Added some open fence gates to ranch and large barn so you can get to and from the vendor better
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Rin
6 Hours Ago
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merge from sandbagbarricade_monument_fix
6 Hours Ago
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fix frog long first jump fix pooled frog stuck in dead animation
6 Hours Ago
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merge from main
Today
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merge from main
Today
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stirrer position fix
Today
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Fix one more case of incorrect pool usage
Today
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frog size x1.2
Today
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reduce critter health 200 -> 60(frogs) - 100(rabbits) turtles unchanged, they have a shell
Today
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disabled stream mipmaps on crab, jellyfish and all fish textures that use the swim shader
Today
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merge from skinviewer_ladderhatches
Today
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Today
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Added all ladder hatches to the skin viewer
Today
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Merge: from poolanalyzer_ifempty_support - Bugfix for analysis NREs in editor - Allows to write "if(isEmpty) free" patterns Tests: removed workaround, editor code compiles
Today
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Update(editor): Rust.CodeAnalyzer - support "if(obj.IsEmpty or obj.Count == 0) Free" patterns - bugfix variable scope search throwing NREs for out param declarations - release binary from 57e96efa Tests: removed my workaround and it no longer trips up analyzer. editor boots