158,502 Commits over 4,566 Days - 1.45cph!

16 Minutes Ago
electronic chessboard - model updates - texture updates - prefab updates
19 Minutes Ago
Rename ai.seed convar to ai.debug_seed so it doesnt clash with server.seed
29 Minutes Ago
merge from main
31 Minutes Ago
merge from automated_testing/client
31 Minutes Ago
Compile fix
35 Minutes Ago
Fix command autocomplete realm sometimes being wrong
37 Minutes Ago
merge from automated_testing/client
42 Minutes Ago
Updated new tests
44 Minutes Ago
merge from main
1 Hour Ago
merge from main
1 Hour Ago
renamed skull wall light folder to skull wall lamp, rebuilt manifest, updated engine.json for spooky decor bundle, added temporary store icons
1 Hour Ago
Merge from livestock_potential
1 Hour Ago
Fixed failing tests
1 Hour Ago
Merge from light_fixes
1 Hour Ago
Fix prefabID on c
2 Hours Ago
merge from ghostshiptodlighting
2 Hours Ago
Reapply the stomped test testlist
2 Hours Ago
merge from Livestock_animals/livestock_hotfixes/playercolliders/trigger_pushback
2 Hours Ago
merge from main stomped TestLivestockPrefabs
2 Hours Ago
merge from storepage_plaguedoctor
2 Hours Ago
merge from cargolightingfix
2 Hours Ago
merge from elevatorlightfix
2 Hours Ago
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2 Hours Ago
Wire and decal pass for Small Random Room K. Fixed broken boiler room prefab links.
2 Hours Ago
merge from world_setup_hierarchy
2 Hours Ago
Fix light c and d wiring: All lights were referencing the red light
2 Hours Ago
Merge from main
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
merge from main
3 Hours Ago
stronger recursion checks
3 Hours Ago
Merge from main
4 Hours Ago
Merge from main
5 Hours Ago
Merge from cctv_postfx_fixes
5 Hours Ago
Fix cctv blur fade and adjust colour mixer to match BIRP
5 Hours Ago
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Today
Merge from livestock_potential
Today
Cap potential if the animal has no mother (found in wild/bought from vendor) You will only be able to sell the subsequent generation of animals Configurable with livestock.potentialUnbredCap
Today
Merge from livestock_potential
Today
Dialogue setup bits
Today
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
Today
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
Today
merge from horse_optims
Today
Fixed SM_DisableHorseProceduralMotion OnStateEnter allocs...
Today
Fixed SM_DisableHorseProceduralMotion OnStateExit allocs
Today
merge from horse_optims
Today
Well actually lets drop the sounds from missed rays because that meant all the shit at 0,0,0 would be audible now
Today
Fixed missed rays spawning the footstep sounds at 0,0,0 🙃
Today
Animal footsteps raycast optims: - On dry terrain, we read the terrain splat map instead of raycasting, one ray every 2 meters to check the animal is still on terrain - If not on terrain (rocks, base, water) we just do one ray instead of 4 - If the animal is in water, we still play the effect past the audible range to make sure you can see the water splash effects 5 wolves running around on grass, 80% less raycasts ~0.115 -> ~0.08 ms