161,675 Commits over 4,597 Days - 1.47cph!

13 Days Ago
Merge from main
13 Days Ago
Optimize network group assignment after a room is recalculated
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Seagull audio tweaks
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shear sounds
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Merge from swamp_tree_x_improvement
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Lowered marker points on swamp_tree_f
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Merge from main
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Merge from Livestock_animals
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Linux64 build progress * Dedicated server builds successfully VPC script cleanups for Linux64 client Cleanup VPC scripts a bit so they are less messy Remove more unused files from src/lib/ Fixed Linux compile warning to do with colliding macro names More VPC script cleanups StudioMDL Linux32 compile fixes Delete prebuilt vpk_linux32
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Only require an infant animal to reach 80% happiness in order to max out potential stat
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Add [+firemode] to ReplaceTokens
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13 Days Ago
Merge from main
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merge from fix_sail_guide_mismatch -> main
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13 Days Ago
Optimize network thread's batching overhead slightly - during the end of frame flush only set the last batch sent as "immediate" priority - avoids paying the extra 0.4us to wake the RakNet thread after every single batch sent, instead only paying it once for the entire batch
13 Days Ago
Add unordered batch alongside the ordered one so we keep sending position packets unordered while keeping them batched - my previous commits were incorrect: positions have always been sent unordered
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Move packet batch from Dictionary -> Connection field
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main -> mainisland_roaming_scientistboats
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boat_targetting_improvements -> main
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Various fixes Add ForceActiveViewmodelAnimatorUpdate to viewmodel anim controller
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Don't break existing server saves for livestock
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fix snap settings styling
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improve demo gizmos, add spotlights and demo toolbar
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merge from main -> fix_sail_guide_mismatch
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main -> mainisland_roaming_scientistboats
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first pass at seagull "groups" - groups (animators+rigs) are different than "flocks" (shader animation), flocks stay up high in the sky, groups actually land - groups land at "interest points" which are components that can be placed in scenes/prefabs - groups are a single entity, with multiple gulls, similar to a swarm, except they actually have hitboxes - if you come close a group of gulls, they will startle and fly off, at a sufficient distance they turn into a "flock" - after a wait time, the groups will come down to land at a new interest point, and transition from a flock back into a group - individual birds can be shot while in a "group", with ragdolling corpses - also various improvements to flock movement
13 Days Ago
Fix wool and lead armor insert worldmodel outlines
13 Days Ago
Merge: from reserialize_sprites - Update(editor): reserialized all Sprite assets to stop unexpected modifications (meta changes only) Tests: spot checked a bunch of metas
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Update: reserialized all Sprite assets, part 10/10
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Update: reserialized all Sprite assets, part 9/N
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Update: reserialized all Sprite assets, part 8/N
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Update: reserialized all Sprite assets, part 7/N
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Update: reserialized all Sprite assets, part 6/N
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Final nailgun adjustments
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Update: reserialized all Sprite assets, part 5/N
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Update: reserialized all Sprite assets, part 4/N
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Update: reserialized all Sprite assets, part 3/N
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Update: reserialized all Sprite assets, part 2/N
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Update: reserialized all Sprite assets, part 1/N Tests: spot checked 10-15 metas
13 Days Ago
Double Barrel Shotgun - Added sights to worldmodel (long overdue)
13 Days Ago
Nail visual projectile tweaks.
13 Days Ago
Tweak on nailgun attack FX.
13 Days Ago
merge from main
13 Days Ago
Merge: from consolidate_onitemremovedfromstack - Bugfix: added missing invokes for OnItemAddded/RemovedFromStack Tests: unit tests + automated tests
13 Days Ago
Update: refresh server test list Tests: ran my new tests