156,264 Commits over 4,536 Days - 1.44cph!

Yesterday
bump up max ik distance
Yesterday
fix merge whitespace issues + nuke old comments
Yesterday
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
Yesterday
Merge from main
Yesterday
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Yesterday
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
Yesterday
Merge from market_terminal_power_fix
Yesterday
Remove failing icon test for marketplace terminal, no longer needed
Yesterday
jellyfish movement shader and tendril lag script
Yesterday
PR: Type-check all arguments of player_manager.AddValidModel Delete SCRIPTNAME and SCRIPTPATH setting code * This is apparently a left over from when SCRIPTNAME and SCRIPTPATH globals existed for the currently executed script. Resolve default cubamap refcounting with recent changes Minor fixes Fixed normals on ConsoleBox models StudioMDL: Adjust behavior of no $cdmaterials * A small fix for internal model paths (modelsrc/ => models/ in generated path) * Tell the user if $cdmaterials is not provided, and display the generated path * Made the generated path have consistent slashes Adjust ConsoleBox05a material to be less reflective Add HDR version of the default cubemap Update localization files Fixed a graceful crash with prop_vehicle_crane Fixed "Invalid HitboxSet" warnings with util.Trace Minor cleanups Bump exe/dll versions
Yesterday
- 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
Yesterday
Adding new sheep animations
Yesterday
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
Yesterday
Fix compile
Yesterday
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Yesterday
merge from fix_recursive_log -> main
Yesterday
- 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
Yesterday
Bump exe/dll versions
Yesterday
Junkyard loot room
Yesterday
merge from critter_animals
Yesterday
Add haptic feedback toggle to gamepad options UI
Yesterday
squirrel prefab and animator updates with split idles
Yesterday
remove sleeping from critters, most are active during the night anyways and saves some extra time
Yesterday
Codegen
Yesterday
disable all of rabbit interest, taking up queue budget
Yesterday
Apply haptic feedback branch/shelves.
Yesterday
made ladder hatches skinnable, set up open/close script on them for workshop, will need screenshot code fix and also replacing with new art
Yesterday
merge from render_pipeline_testing
Yesterday
merge from main
Yesterday
fix player eyes in player preview applying fog from the main camera render in RRP
Yesterday
population changes
Yesterday
turtle spawning fix
Yesterday
Restored beehives to oak_b,c and e. oak_e has 100% chance to spawn beehive (just for testing)
Yesterday
Add tests to prove the threaded logging system is still working with the new fix
Yesterday
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
Yesterday
integrate new frog anims, with randomness factor for different jump types
Yesterday
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.
Yesterday
Merge: from main
Yesterday
Merge from fp_steamworks_more_gamepad
Yesterday
Merge from main
Yesterday
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
Yesterday
merge from automated_testing
Yesterday
merge from customvitals_noise_fix
Yesterday
Fixed the custom vital template not having the background.tile sprite assigned, missing its texture - it now matches with the rest of our vitals
Yesterday
NMS loot room Launch site room fix
Yesterday
merge from sv_clientadmin_exposures
Yesterday
Exposed weather.load and weather.reset to be callable on the client from the server Codegen
Yesterday
Built new FP.Steamworks dlls with vibration/haptic feedback support and the ability to show steam input gamepad binding screen.
Yesterday
Merge: from ui_store_slim_ram/blurhash - New: HttpImage now know how to render blurhash images as loading placeholders Tests: navigated through store
Yesterday
Bugfix: if httpimagedelay expires, use results of first request that completed Tests: navigated store with httpimagedelay 10 and waiting till it expired