reporust_rebootcancel

154,007 Commits over 4,536 Days - 1.41cph!

1 Hour Ago
Merge from milk_processing
1 Hour Ago
Fixed validation warning
1 Hour Ago
Fixed accidentally deleted crafting tea icon
1 Hour Ago
merge from animation_ik_jobs
1 Hour Ago
slap burst compile attributes on ik modules too
1 Hour Ago
compile fix
1 Hour Ago
merge from animation_ik_jobs
1 Hour Ago
Merge from icon_generator_rework
1 Hour Ago
Alt + Mouse wheel does fine grained zoom control Don't show items with no PropRenderer in the match settings popup Possibly fixed a case where saving would rotate the inspected prop
2 Hours Ago
merge from animation_ik_jobs
2 Hours Ago
bump up max ik distance
3 Hours Ago
fix merge whitespace issues + nuke old comments
4 Hours Ago
Created creamy and milky versions of all pure teas In most cases the creamy version increases the effectivess of a tea and decrease the length (creamy pure ore tea increases ore yield 0.5 -> 0.65 and decreases duration from 30m -> 24m) Milky versions of teas just increase the duration (milky pure ore tea 30m -> 45m) Both versions carry through their calories and hydration values into the tea Some edge cases: pure milky healing tea default is 75hp over 30s, creamy is 97hp over 20s and milky is 112hp over 45s Didn't make creamy version of crafting quality tea, it would result in 100% guaranteed chance of armour slots Placeholder (ish) icons for all of them
4 Hours Ago
Merge from main
5 Hours Ago
Milk mechanics first pass Milk now has a skim interact option, becomes available after 4 hours in a refrigerated container Converts the milk into two items - skimmed milk and cream Skimmed milk has half the calories, 80% of hydration and half the health Cream has half the calories, 20% of hydration and gives +50% health
5 Hours Ago
Merge from market_terminal_power_fix
5 Hours Ago
Remove failing icon test for marketplace terminal, no longer needed
5 Hours Ago
jellyfish movement shader and tendril lag script
Today
- Apples have a very small chance of surviving (10% chance) if you dont harvest them before harvesting the tree (coconuts will have a much higher chance of surviving) - Removed the chance of fruit to fall when hitting a tree - Natural beehives will still always spawn honeycomb + the swarm when fully harvesting a tree. This behaviour remains unchanged
Today
Adding new sheep animations
Today
Apartment complex set isSafezone to true, fixes not seeing hostile warning when close Remove BlockPlacement tag on prevent building, fixes "too close to apartment complex" construction error not working Remove unused chinook drop zone
Today
Fix compile
Today
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Today
merge from fix_recursive_log -> main
Today
- fix InvalidOperationException from iterating through connections while closing socket - prevent extra error messages from being logged after a connection is closed as the connection is kicked after any exception
Junkyard loot room
Today
merge from critter_animals
Today
Add haptic feedback toggle to gamepad options UI
Today
squirrel prefab and animator updates with split idles
Today
remove sleeping from critters, most are active during the night anyways and saves some extra time
Today
Codegen
Today
disable all of rabbit interest, taking up queue budget
Today
Apply haptic feedback branch/shelves.
Today
made ladder hatches skinnable, set up open/close script on them for workshop, will need screenshot code fix and also replacing with new art
Today
merge from render_pipeline_testing
Today
merge from main
Today
fix player eyes in player preview applying fog from the main camera render in RRP
Today
population changes
Today
turtle spawning fix
Today
Restored beehives to oak_b,c and e. oak_e has 100% chance to spawn beehive (just for testing)
Today
Add tests to prove the threaded logging system is still working with the new fix
Today
Add 10k queued log message cap & prevent exceptions thrown while sending messages to RCON from being logged to RCON itself - unity already protected against main thread log callback calling invoking the callback recursively but we need extra protection for RCON
Today
integrate new frog anims, with randomness factor for different jump types
Today
Update gamepad_configure to call the new ShowBindingPanel from the FP.Steamworks DLL so we can finally call the Steam input gamepad config screen without a hack.
Today
Merge: from main
Today
Merge from fp_steamworks_more_gamepad
Today
Merge from main
Today
New automated test checking worldmodels don't have too big of an offset within them, which can cause the worldmodel outline to disappear when the outline visibility origin is too far outside its collider (was recently an issue with the ladder) Fixed 8 problematic worldmodels
Today
merge from automated_testing
Today
merge from customvitals_noise_fix