142,296 Commits over 4,536 Days - 1.31cph!

1 Hour Ago
Fixed test runner window not showing the in progress icon on a test running its cases
1 Hour Ago
merge from main
1 Hour Ago
merge from cookingworkbench_kettle_fix
1 Hour Ago
merge from settings_dropdowns_fix
1 Hour Ago
Fix placement guide rotations. Hookup icon links and generate/assign icons.
2 Hours Ago
merge from store_nre_fixes
2 Hours Ago
Randomised rooms for train tunnels - UV fixes on boiler room. Started first art pass of Small Room C.
2 Hours Ago
Bunch of building help/glyp improvements. Add building hints. Analogue inputs now support glyph display too.
3 Hours Ago
More improvements, prompts, help display.
4 Hours Ago
Animal Fence LODs and gibs
4 Hours Ago
- Simplify cow needs to be easier to balance and understand as a player: remove mood as a tracked value, mood is just computed on demand by min(fullness, hydration, personal space) - HP just converges to mood so that happy cow is full hp, sad cow dies automatically, and eating automatically heals => added benefit: cow condition becomes cleanly visible to players through the healthbar - Sleeping cows needs are frozen instead of ticking down - Add ultra compact building to benchmark (multiple cows in a 1x1 with through or shelter) - Fix benchmark not having water source for free range cows, causing free range cows to produce less scrap
5 Hours Ago
let subsystems contribute to IK, move shields to it
5 Hours Ago
optim: only add root matrices when we're doing foot IK
5 Hours Ago
run job ik on a single playable graph with two outputs rather than two playable graphs
5 Hours Ago
added textures, mesh and material for test of cow pattern material.
5 Hours Ago
clean up, move things into a single playerik module rather than 3 different layers, run formatter
6 Hours Ago
more merge error fixes, nuke old ParentArmsToCamera - its done in jobs now.
Today
More glyph support and fixes.
More LOD texture optimizations and rebaking
Industrial structures LOD texture optmization / rebaked a bunch of LOD textures with the LODbaker because the old ones no longer match the updated materials / tweaked LOD distances on some buildings to make the baked LODs kick in sooner
More LOD texture optimization
More LOD texture optimization and some rebaked textures
Iceberg LOD textures / rebaked some of the textures to match previous lods better / improved ice sheet materials due to degradation over the years
Today
Merge from main
Today
Merge from the old animals to new system port
Today
fix merge error, update ik changes for shield subsystems
Today
Show correct gamepad glyp for look at
Today
Bugfix: avoid MRU modification when accessing it in BasePlayer.Save Originally intended implementation, looks like I derped awhile ago. Tests: booted into craggy with Jobs 4
Today
update from main
Today
Big ass refactor
Today
Merge: from main
Today
Merge from main
Today
- Create a balance tool for livestock economy: spawns herds in free range, compound, small pen, barn, solo 2x2, letting them eat/reproduce at x2 speed for one hour, it gives us information to balance how much scrap should each setup generate - Fix moms spawning calves behind walls when giving birth, allowed them to escape the pen! - Create sheep population assets
Rin
Today
merge from itempickup_notices_fix
Today
Restored BlockLayoutUpdates and AllowLayoutUpdates, was missed from 149666 Should fix the weird layout issues with item pickup notices
Yesterday
merge from fix_threaded_error_client
Yesterday
Don't kick for errors on background threads
Yesterday
Refactor Output.OnMessage() so it passes a single struct parameter instead of (message, stacktrace,logLevel) - if I'm gonna to refactor it to add a 4th parameter, may as well make it a single class/struct passed - allows a bool to be passed for "if it was sent on a background thread or not"
Yesterday
Update existing console tests to account for new behavior
Yesterday
Prevent the downgrade in the editor since it doesn't result in kick
Yesterday
Lower error level from exception -> warning on the client on background threads so clients don't get kicked from random exceptions - keep it on server since it's only used for logging
Yesterday
Fixed floating bandages
Yesterday
Merge from hotfixes
Yesterday
Deploy guides for 20 deployables moved from Guide Mesh to guide prefabs so they keep their materials on lower LODs and custom meshes; normal maps and cutouts restored on all 20, guide tris and draws unchanged from the LOD1 retargets. Guide Mesh only inherits materials from a renderer the entity actually draws, which on RendererLOD and MeshLOD assets is LOD0 only, so the LOD1 retargets and the planter guide meshes were rendering flat. Each guide prefab is one child on the same mesh with the materials copied from the entity's own renderer for that LOD. needs manifest update
2 Days Ago
Merge from new_navmesh_fixes (for the doors)
2 Days Ago
Add tests for domestication / grudge, fix TC faulty replication because it's a prop
2 Days Ago
Shockbyte tool cupboard deploy guide switched from the LOD0 mesh to a custom guide mesh via a guide prefab, guide draws 4 -> 2, tris 37,958 -> 13,646, both normal maps kept.