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15,040 Commits over 2,649 Days - 0.24cph!

14 Days Ago
Dialogue setup bits
14 Days Ago
Modified potential so it slowly increases and decreases based on if the current happiness is higher or lower than potential Takes 10 minutes to go from 0->100 if happiness is 100 Takes 15 minutes to go from 100 -> 0 if happiness is 0
14 Days Ago
New stat for animals - potential Starts at 0 and and can only be modified while an animal is a child Potential is the average happiness over time of an animal, gets locked in once they become and adult Wild and purchased animals have 0 potential Vendor sales are multiplied by potential, animals with potential of 0 cannot be sold
14 Days Ago
Merge from animal_purchase_sfx
14 Days Ago
Added the purchase sfx when selling wool or animals
14 Days Ago
Merge from animal_mounting_improvements
14 Days Ago
Animals now dismount to the closest point of the requesting player Animals will now do a physics check before dismounting, so they won't dismount through a modular car module if the flatbed is positioned between two modules (eg. cockpit<->flatbed<->storage) Added toasts if an animal can't be mounted or dismounted due to these conditions to give players feedback
15 Days Ago
Merge from audio_compression_oct_26
15 Days Ago
Revert loadtype of bicycle-pedal-click-grains-01 and bradley-tread-grains to decompress on load
15 Days Ago
Merge from livestock_tea_recipes
15 Days Ago
Merge from fix_shield_footsteps
15 Days Ago
Merge from SpiralStaircaseDecay
15 Days Ago
Merge from auto_turret_pitch_cover_lods
15 Days Ago
Merge from terrain_config_load
15 Days Ago
Merge from audio_compression_oct_26
15 Days Ago
Marked some longer loops as streaming
15 Days Ago
Applied standard compression to 6410 audio clips
15 Days Ago
Deleted 26 unused animal audio clips
15 Days Ago
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15 Days Ago
Adjusted compression settings on a few high memory audio files to save memory: Candy cave sfx NMS sfx MIssion sfx Deleted some unused scientist barks
15 Days Ago
Disable r/w on small kitchen cabinet textures, halves memory cost Fixed biofuel generator emission textures missing compression
15 Days Ago
Created mixing table recipes for all of the new milky and creamy teas Can still be crafted anywhere via crafting menu, but this allows bulk crafting Same crafting costs, same crafting time
15 Days Ago
Merge from main
16 Days Ago
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16 Days Ago
Merge from painting_fixes
16 Days Ago
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16 Days Ago
Merge from animal_anim_compression
16 Days Ago
Merge from legacy_anim_deletes_oct_2026
16 Days Ago
Merge from fluidswitchlodfix
16 Days Ago
Merge from distanceflareorientationfix
16 Days Ago
Merge from menuvideo_nre_fix
16 Days Ago
Merge from meshlod_updaets_oct_26
16 Days Ago
S2P apartment complex again
16 Days Ago
Merge from binbagpile_optimisation
16 Days Ago
Also fixed up 31 clutter and collectable prefabs
16 Days Ago
Fixed a few more S2P apartments, bandit and fishing villages
16 Days Ago
MeshLOD converter now copies across motion vector settings Converted all of the RendererLODs/LODGroups to MeshLODs on 61 prefabs Notably a lot of seasonal stuff was affected
16 Days Ago
Enabled animation compression on squirrel, sheep, frog, cow, sea turtle anims
16 Days Ago
Fixed conversation panel reappearing if we exit play mode mid conversation with domain reload disabled
16 Days Ago
Merge from HotbarScrollSaveZone
16 Days Ago
Merge from softcore_first_join_fix
16 Days Ago
Merge from bag_compass_icon_fix
16 Days Ago
Merge from softcore_trainyard_fixes
16 Days Ago
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16 Days Ago
Merge from dome_pump_mt_save_fix
16 Days Ago
Fixed dome pump multi threaded saving issue
17 Days Ago
Moved the food category after electric in the crafting menu
17 Days Ago
Increase sale penalty for bringing the livestock vendor a bought/found animal (0.2 -> 0.85)
17 Days Ago
Converted the world setup prefab to be a hierarchy Much easier to modify and parse, works with unity search tools and doesn't lag our pc's with the world longest inspector Updated all of the scenes with a modified version of the world setup prefab so their should be no change in functionality (this mostly affected dev tests like the vine swinging map, travelling vendor map, etc) Disabling a component gameobject will now skip that procedural step, so deleting chunks of the setup should no longer be needed Deleted the old procedural map test tool, it's no longer needed due to this change Script for the conversions is at shelf 17387, not committed as it should only be needed once