198,702 Commits over 4,140 Days - 2.00cph!

4 Months Ago
▅▇█▊ ▇▋▅ ▋▇▄▌█▋▊ ▅▆▋▇▇▄▊▊▅ ▆█▆▉ ▅▅▊▅█▄▅▋▌ ▍▉▋▋ ▇▆▅ ▊▋█▇█▇. ▌▆▌▅▇ ▊▉▅▆▅ ▄▆▍▉▋▌ █▇▊▍▇▇, ▆▉▉▋▇▉██, ▄▌▄▋▆▇▆▆ ▋▉▆ ▊▋▇▊▉▇▊ ▇▋ ▇▄▋▉▄▉▄▆▉▉▆▄ ▊▋ ▅▅▅▅ ▆▇▉▅▊▅▊ ▊▊▍▍ ▄▇▊▅▋▅ ▄▅▉▋▊.
4 Months Ago
support selecting prefab with auto fill of lod0+lod3 meshes and materials
4 Months Ago
Tests: new PerfSerialWaterFactor and PerfBatchWaterFactors perf tests Also just realised that all my perf tests are not doing 1k point tests, but 10k. Whoops. I'll keep it. Tests: ran new perf tests
4 Months Ago
merge from wheel_collider_optim
4 Months Ago
shrunk jungle swamp water surface to avoid clipping
4 Months Ago
merge from main
4 Months Ago
Tests: add TestWaterFactorsConsistency test - Converted other tests to use BasePlayer instead of BaseEntities - Also exposed WaterFactor methods from BasePlayer (other overloads were already public) Doesn't stress all paths, only the main path that has updated logic Tests: ran all unit tests
4 Months Ago
merge from backpack_refreshes_clothing_fix
4 Months Ago
▋▊▇▆▄▋ ▍▊▇▅▄ ▍▋▇▍▆▄ █▌▌▉▋█ ▊▌▍▌▆▋▋▆ ▅▊ ▋▅▅▊▊▍▊ ▄▌▍▌ ▇▇▍▆
4 Months Ago
using cached FixedString bone names to FindBones in job, removes alloc and significantly faster for setups that add a lot of bones to the skeleton
4 Months Ago
split container content hashes into deep and shallow, only used to determine if player clothing needs updating - using shallow for clothing so that backpack contents changing doesn't refresh all the clothing
4 Months Ago
Removed mention of movement penalty on inserts, updated wheat description to new one from the sheet
4 Months Ago
Merge from main
4 Months Ago
merge from clear_bushes_radius
4 Months Ago
merge from fridge_reskin_light_fix
4 Months Ago
merge from repair_bench_redirect_fix
4 Months Ago
merge from naturalbeefix
4 Months Ago
merge from tea_consumable_info
4 Months Ago
merge from ocean-render-fix
4 Months Ago
merged from Item_Descriptions_update
4 Months Ago
merge from hv_explosion_sound
4 Months Ago
little zigg update - WIP
4 Months Ago
Clean: adding ext to safely clean-up NativeReference Tests: ran unit tests
4 Months Ago
incapacitate and scatter dart icons
4 Months Ago
incapitate worldmodel, LODs and prefab.
4 Months Ago
adjusted sunken knife icon to same position of combat knife for consistency plugged in viewmodel so it's all working
4 Months Ago
small improvements/fixes to particle erosion setup - starting to look like a bad approach for us though
4 Months Ago
fixed jungle swamp terrain on incorrect layer causing wrong terrain insert in jungle improved terrain blend texture
4 Months Ago
▆▅▍▉ ▅▉▄▊▊▍▌▌ ▊▍▉▉▋▋▆
4 Months Ago
further normal map progress, output directory saving
4 Months Ago
▆▊▉▄ ▆▌▅▊ █▆▇ ▆▆▌▅▆ ▍▉ ▆▉▇▌█▆▉▉▅█ ▄█▇▌▄ ▅▋▄
4 Months Ago
Don't destroy and reinstantiate all item icons every time, hide/show and reuse them. Removes a 90mb instantiate everytime when search results return hundreds of items.
4 Months Ago
Replace four calls in a row to GetComponentInChildren<ItemButtonTools>() with one.
4 Months Ago
Add profiling
4 Months Ago
Remove the previous 160 hard coded item view limit
4 Months Ago
Adjust angle limits Initial handling for trees being destroyed - nearby vines are notified and update their detination lists, will self destruct if no destinations are available If a vine is parked away from it's home tree and that tree is destroyed the vine will swing back to to it's home tree
4 Months Ago
Unsaved
4 Months Ago
Better vine visual rotation handling, use burst cloth for now
4 Months Ago
Baseline
4 Months Ago
Added the ability to throw a vine - sends the vine to the target destination without mounting it Vine will now continue to it's destination if the player dismounts it mid swing
4 Months Ago
Rough process for preventing multiple vines from overlapping when parked
4 Months Ago
▌▇▍▆▅▄▅ ▊▅▊▅▅▌▉▉▄
4 Months Ago
▇▄▆ ▄▊▆▊▅▄▆ ▇█▆▄▌█
4 Months Ago
Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
4 Months Ago
Merge from main
4 Months Ago
sunkenknife 4k textures and material
4 Months Ago
Bugfix: don't leak WaterLevel's persistent allocations Currently only allocating on Server, since no other code actively relies on this. Tests: ran unit tests. Started Craggy in editor with leak detection - no leaks pointing to WaterLevel statics
4 Months Ago
update manifest for icon
4 Months Ago
viewmodel prefab setup
4 Months Ago
adjusted sunken knife icon updated prefabs