userJarryd Campicancel
reporust_rebootcancel

15,122 Commits over 2,649 Days - 0.24cph!

5 Hours Ago
Starter car parts spawned in cars now spawn with 40-75% condition (was 15-50)
Today
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Today
Merge from wolf_eye
Today
Adjusted the wolf night time eye effect to be more of a pale white instead of green Didn't change the other animal eyes visually but improved the LOD behaviour
Today
Merge from livestock_animals (shears animations)
Today
Merge from box_collider_authoring
Today
Revert all biofuel asset changes and remove the test asset
Today
Merge from main
Yesterday
ItemModEntity.playerOnlyEntityBeltOnly defaults to true
Yesterday
Disable storagecontainer.canrequireauthifnolock in softcore
Yesterday
Merge from boat_scientist_fix
Yesterday
If a boat controlled by an AI is ever flipped rotate it back right side up and don't dismount everyone (temp fix, need to figure out why they are flipping)
Yesterday
Fixed scientist spawned boats getting left behind once scientsts have been killed
Yesterday
Show BoxColliderBake component in inspector Remove source asset id field, now expects a diret reference to the model asset Remove menu items
Yesterday
Merge from livestock_animals
Yesterday
Fixed shears world model not playing deploy animation (was playing fire instead)
Yesterday
Possibly fixed double firing shears sfx and missing attack event warnings
Yesterday
Merge from main
2 Days Ago
Apply the new collision ref collision to biofuel generator (just for testing) Mark any mesh used for collision baking as ExcludeFromBundles so it won't be added to the build Fix BoxColliderBake component having different serialization layout when building
2 Days Ago
Merge from main
2 Days Ago
Merge from livestock_animals
2 Days Ago
Merge from shears
2 Days Ago
Add missing shears effects Update item description
2 Days Ago
Merge from CullWhenInside_vis_improvement
2 Days Ago
Updated CullWhenInside to run in a PersistentObjectWorkQueue with a 1s min lap time so it can't update too often. Has a 0.01ms budget so it generally can only process one a frame Reduced LODManager budget to 0.05ms from 0.1ms A large portion of LODManager ChangeLOD calls were spending all of their time in CullWhenInside due to it's expensive Vis check, by moving that out we should have more responsive LODs even with a smaller budget Introduces a small delay when building over bushes, but we gain 0.05ms overall
2 Days Ago
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2 Days Ago
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2 Days Ago
Merge from livestock_animals
2 Days Ago
Merge from shears
2 Days Ago
Updated description
2 Days Ago
Hitting a sheeps skin with shears won't hurt or startle them (still does small amounts of damage to other entities)
2 Days Ago
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2 Days Ago
Merge from swamp_tree_x_improvement
2 Days Ago
Lowered marker points on swamp_tree_f
2 Days Ago
Merge from main
2 Days Ago
Merge from Livestock_animals
2 Days Ago
Only require an infant animal to reach 80% happiness in order to max out potential stat
2 Days Ago
Merge from main
4 Days Ago
Merge from main
4 Days Ago
Updated mac and windows local server handler to use the new NativeProcess generic handler
4 Days Ago
Fixed ExplosionScreenBounceFade sampling it's curve the wrong way around (1 was close to explosion, it should be 0) Also fixed all screenshake via this component not being applied if sip domain reload is enabled
4 Days Ago
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4 Days Ago
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4 Days Ago
Adjusted the sunflowers seed stage collider so it can be cleared by a melee weapon reliably
4 Days Ago
Fixed wrapping paper item accepting water
4 Days Ago
Fixed chickens on tutorial island being weirdly aggressive (learning rust is hard enough)
4 Days Ago
Merge from swamp_tree_x_improvement
4 Days Ago
Lowered X markers on all swamp trees by quite a bit Added a check to make sure an X marker can never be spawned under terrain Added a bonus tolerance to the X marker configurable by tree, added 0.2m to each swamp tree as these colliders are weird
4 Days Ago
Missing meta file
4 Days Ago
Merge from livestock_animals