130,358 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Remove duplicate attempts to load ItemDefinition in Item.Load() to a single attempt
Move check for invalid ItemDefinition to the top of Item.Load() instead of halfway through it
                
                
                
                
             
         
        
            
            
            
                
                Continuing WIP of lil zig
                
                
                
                
             
         
        
            
            
            
                
                Set Incapacitated player flag to false when respawning
                
                
                
                
             
         
        
            
            
            
                
                Fixed max health hardcoded to 100 in BasePlayer.MaxHealth (no gameplay change)
                
                
                
                
             
         
        
            
            
            
                
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                Removed hidden storage adaptor mesh inside the hopper
                
                
                
                
             
         
        
            
            
            
                
                Change roll logic to only use a single roll rather than subsequent rolls for each armour slot. Should increase number of armour slots
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed hopper not draining batteries, now has 8 power consumption at all times
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_item_ownership_nre -> main
                
                
                
                
             
         
        
            
            
            
                
                Fix NRE from Item.Load() method feeding in null ItemDefinition
Prevent other item ownership methods from throwing exception (instead pass empty string)
                
                
                
                
             
         
        
            
            
            
                
                Fix incorrect clamping on premiumRecheckInterval
                
                
                
                
             
         
        
            
            
            
                
                reduced pumpkin calories slightly
fixed natural beehive material
                
                
                
                
             
         
        
            
            
            
                
                removed bee grenade timer
lowered bee target search radius and decreased distance for bees to lose target
reduced frequency of cosmetic plant collectibles
orchids are hard to grow (much more water requirement)
added cosmetic plant sales at stables
reduced size and light transmission values of natural beehive (looks less fullbright)
                
                
                
                
             
         
        
        
        
            
            
            
                
                Boomerang now kills itself on damage
                
                
                
                
             
         
        
            
            
            
                
                Added backpack_temp to outbreak scientist prefab
Updated sprayer world model/rig
Fixed sprayer entity
                
                
                
                
             
         
        
            
            
            
                
                - Give more precise hitboxes to crocodile bites, to allow sidestepping his charges
- Reduce speed when carrying corpses
- Improve bite contact
                
                
                
                
             
         
        
            
            
            
                
                lowered neon sign power usage across the board
                
                
                
                
             
         
        
        
            
            
            
                
                added harvesting and crafting teas
                
                
                
                
             
         
        
        
            
            
            
                
                Missing part of previous commit
                
                
                
                
             
         
        
            
            
            
                
                - Make croc drag corpses to the water to eat them
- Properly implement the advancing furious bites combo
- Allow croc to stray a bit further from water
- Prevent croc from fleeing mid-attack
- Make croc less aggressive
                
                
                
                
             
         
        
        
            
            
            
                
                Pull Requests
* TTT: Fixed players sometimes being revealed as dead when they chat/voicechat right as they die
* TTT: Let TTTLastWordsMsg hook override default behaviour
* Cleaner server list layout code & Better display on small screens
Estimate player's velocity clientside if MOVETYPE_NONE
Enable `"flammable", "no"` prop interaction
Added `drawviewer` field to render.RenderView
Loading screen gets data faster when hosting a game
Load shaders from THIRDPARTY if not found in BSP or MOD
And whitelist "shaders/*.vcs" in workshop addons.
                
                
                
                
             
         
        
            
            
            
                
                don't render ocean if no ocean in scene
                
                
                
                
             
         
        
            
            
            
                
                Optional double digital float precision display support for TweakUI slider
                
                
                
                
             
         
        
            
            
            
                
                factor ray set back into configured ray distance, don't dilate alpha
                
                
                
                
             
         
        
            
            
            
                
                natural hives drop 50% less honeycomb
reduced chicken egg spam 
rebalanced honey + egg consumable
                
                
                
                
             
         
        
            
            
            
                
                Proposed fix for the bees throwing random occasional fire from sub emitters
                
                
                
                
             
         
        
            
            
            
                
                Make texture streaming tunables accessible via ConVars and improve output of texture.stats
                
                
                
                
             
         
        
            
            
            
                
                Disabled the spark element on fire additive damage impact FX - until we start using another prefab for players taking open flame damage.
                
                
                
                
             
         
        
            
            
            
                
                Update 3p boomerang animations to remove rotation errors
                
                
                
                
             
         
        
            
            
            
                
                Optim: skip issuing 0-length WaterCollision.GetIgnore jobs
Tests: ran unit tests
                
                
                
                
             
         
        
            
            
            
                
                Add profiler markup to procedural croc tail
                
                
                
                
             
         
        
        
            
            
            
                
                Slight balancing adjustments to make sprinklers more effective
                
                
                
                
             
         
        
            
            
            
                
                Added jungle swamps to World Setup prefab
                
                
                
                
             
         
        
            
            
            
                
                 merge from Item_Descriptions_update
                
                
                
                
             
         
        
            
            
            
                
                Added additional DLSS support checks
                
                
                
                
             
         
        
            
            
            
                
                Ensured master swarm has same trigger collider
                
                
                
                
             
         
        
        
            
            
            
                
                Let bee swarm and bee master swarm take splashable damage
                
                
                
                
             
         
        
            
            
            
                
                Boomerang now does damage to entities it hits
using vis entities for the meantime
                
                
                
                
             
         
        
            
            
            
                
                Optim: make TerrainCollision.GetIgnore and WaterCollision.GetIgnore use indirect Burst jobs
- Also added a bunch of optim TODOs
Starting to build up an indirect collection of methods. Next up will convert related GamePhysics calls
Tests: ran unit tests - they passed. Played back staging demo multiple times with analyzedemo - got comparable in-water counts