160,582 Commits over 4,566 Days - 1.47cph!

Today
merge from main -> fix_sail_guide_mismatch
Today
█ ▄▍█▄▉ ▆█ ▋▊▆█▌ ▋▇▊▄ ▇█▆▅▍▊▄ ▇▆▉▅▇▌▍▌ ▍▇ ▋▍▄▆ ▅▆▉▌▄█ ▌▄▄▍▆▊ ▅▍▍▉ ▇▉▇▌▅ ▋▍▄▅▍ ▋█▉▉▍▇▉ ▋▆▅ ▊▆▌▆▆▆▆▉ ▍▊▋ ▍▌ ▇▍▆▊ ▅▄▇▆▉▋ ▅▋█ █▉▄▌▅ ▇▋▋▌▅▋ ▅▊▌▉█ ▅█▅▋▉ ▅▉▊▋█▋▌ ▍▅▉▋ █▋ ▋▊▉▄▉ ▇▆▄▉▋▉██▆▋▌▇▆▍▄▌ ▇▍▇▄▊▊▌▌▊▊▍▊ ▍▄▌ ▌▅▍▌▉▉▊▌▅ ▇▄▉▅▄▌▆▌█▌ █▋ ▆▍▌▋▇▆ ▌▅▉▋█▅ ▌▍▆▇▅█ ▇▋▅▅▋▊ ▄▋▋▌ ▇▅ ▆▄▊▅ ▊▅▄▄▅▆▋▊▊▉▉ ▇▆ ▅▊▍ ▊▍▉▋▉▄▆▆▊ ▊█▄▌▇▉██▊▆▄▆▄ ▇▄ ▍██ ▆▄▊█▊▅██
main -> mainisland_roaming_scientistboats
Today
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
Today
Fix wool and lead armor insert worldmodel outlines
Today
Merge: from reserialize_sprites - Update(editor): reserialized all Sprite assets to stop unexpected modifications (meta changes only) Tests: spot checked a bunch of metas
Today
▋ ▌▉▋▆█ ▉▌ ▍▇▋▉▄ ▄▌▆▍ ▆▍▍▋█▇▌ ▍▍▆▄▅▉▊▇ ▌▍ ▉▉█▋▊ ▄▇▉▉▆▌ ▉▇▄▌█▋▅ ▍▇▇▇ ▉▊ ▋▇▆▉▋█▋ ▇ ▋▄█▆▋ ▅▉▍▊▆▌▅ ▍▇ ▉▅▅ ▋▌█▇█▉▆ ▄▋▍▇▌▌ ▌▅▉█▌ ▆▉▉▊▉▊ ▄▋ ▅ █▇▊█ ▋▄▇▍▉▆▄ ▆▉▆▆▄▆▅▅▋▇▊▊▉█▆▉▊▄▆▌▆▋▇▋▋▅█ ▉▋▉ ▌▉▆█ ▊▋▇ ▇▊▇█ ▍▍▋▌ ▋▅▄█ ▉▋▍▇█ ▋█ ▅█▉▌ ▋▉▇▆▉▄█▄ ▋▉▆▆█▌▇▇▋▊▍▍▍█▅
Today
Update: reserialized all Sprite assets, part 10/10
Today
Update: reserialized all Sprite assets, part 9/N
Today
Update: reserialized all Sprite assets, part 8/N
Today
Update: reserialized all Sprite assets, part 7/N
Today
Update: reserialized all Sprite assets, part 6/N
Today
Final nailgun adjustments
Today
Update: reserialized all Sprite assets, part 5/N
Today
Update: reserialized all Sprite assets, part 4/N
Today
Update: reserialized all Sprite assets, part 3/N
Today
Update: reserialized all Sprite assets, part 2/N
Today
Update: reserialized all Sprite assets, part 1/N Tests: spot checked 10-15 metas
Today
Double Barrel Shotgun - Added sights to worldmodel (long overdue)
Today
Nail visual projectile tweaks.
Today
Tweak on nailgun attack FX.
Today
merge from main
Today
Merge: from consolidate_onitemremovedfromstack - Bugfix: added missing invokes for OnItemAddded/RemovedFromStack Tests: unit tests + automated tests
Today
Update: refresh server test list Tests: ran my new tests
Today
Fix caboose lights missing their volumetric beams the first time you turn them on with the light switch Caused by AmbientLightLOD skipping the first faded toggle after an instant one
Today
lamb sprint animation test
Today
Fix LightGroupAtTime pooling bugs, caused caboose lights to become darker on reuse Cache authored light intensities once at the start, later they could be changed from their defaults when coming out of the pool
Today
Bugfix: make sure we call onItemAddedToStack when using ItemContainer.AddItem Tests: unit + auto tests
Today
Rework previous fix for entities that were forced dynamic due to being parented never resetting the flag when pooled New IPoolReset interface that Poolable calls when entering the pool to reset cached behaviours, instead of multiple GetComponentsInChildren in ResetState Also reset RendererBatch disabled flag set by parenting so that a pooled instance can batch again after reuse
Today
▍▋▍▊▄▆▉ ▋▆ ▇▋▌▌▇▆ ▉▍▊▍▆▋▄▍ ▉▅█
New targetting system for ai scientists: - Remembers locations of previously lost targets - Auto switches between visible players if it loses its main target - Ai scientists will keep attacking even if the target hides - More stable/fun overall
Today
merge from cui_blur_fix2
Today
Fixed allocations in SortBlurredLayers
Today
Raised the UI blur capture limit from 4 to 6 per frame CUI blurs only take a capture of their own when they cover UI drawn before them CUI blur sorting runs once per frame instead of on every AddUI/DestroyUI
Today
Merge from Wool_ArmourInsert
Today
merge from main
Today
Merge: cherry pick 169367 + 169368 from itemmanager_immediateremove Moves all onItemRemovedFromStack calls to Item methods (SplitItem, UseItem, MoveToContainer) Tests: auto tests
Unfuck merge
Today
merge from scrap_king_building_skin - raised colliders on roof overhang
Today
Copied over my item setup from woolarmorinsert. tech tree, crafting cost. - 20 wool to craft - 3 cold, 2 melee, 1 projectile protection - Tier 1 tech tree
Today
Added renovation saw item/prefab/entity. Rennovation saw now shows cut track on construction. Saw follows track,emitting sparks and leaving a glowing trail. Visual progress matches timers. Setup placeholder cutting audio.
waterpistol_fix -> main
Fix waterpistol error during manifest generation
Today
scrap king - updated roof bottom edge colliders
Today
Per shadow split foliage culling test
Today
Bugfix: fix potential cases of use-after-free related to ItemModConsumable.DoAction Tests: consumed berries, water, flask (discovered new source of issues >.>)
Today
merge from main
Today
Update: test list export Tests: none, trivial change
Today
Update: standardize ItemContainer.onItemRemovedFromStack calls - added auto test for storage monitor Removes a blocker for immediate item removal logic (and saves us headaches in the future) Tests: auto tests
Today