158,372 Commits over 4,566 Days - 1.45cph!

Today
merge from ferry_ladder_fix
Today
Fix ferry terminal rope ladder being annoying to climb up - triggers with multiple colliders do not work correctly. Split into two triggers, S2P Fix player movement not updating the current ladder when transitioning from one ladder trigger to another, fixes still playing rungs / rope animation even though you are now on a different ladder
Today
Merge from ez_pie_food_config
Today
spawngrid and teleportany autocomplete entity names
Today
merge from console_autocomplete_improvements
Today
Compile fix
Today
Fix wind motion vectors on ferns, pine trees, bushes, etc.
Today
Fix "death while running" anim never playing because speed was measured after stopping
Today
merge from tattoos_revived -> tattoos
Today
First pass at working tattoos again - Had to change UVRender shaders "ObjectId" to "PaintObjectId" to avoid Unity conflict to fix face tattoos - Face tattoos use UV1 instead of UV0, for after the player update - set resolutions to 512x512 for face and 2048x1024 for body tattoos
Today
Fixes
Today
Fix TerrainTexturing.OnEnable NRE when opening scenes in editor
Today
merge from boar_healthThresholdForFleeingFix
Today
Bugfix: also include level size in reload req, otherwise client gets confused about world loading Tests: client was able to load from Craggy into procgen map while server is still on craggy
Today
merge firecracker update to grenade drop animations
Today
setup firecracker vm camera anims
Today
Optimized entities with flag toggles spawning: EntityFlag_Toggle now bakes its listeners at prefab preprocessing and calls them directly instead of invoking its UnityEvent The first UnityEvent invoke on every new instance looked its listeners up by reflection. Rough profiling from the editor, loading in a mix of 248 entities (io, locks, doors and some random deployables) EntityFlag.DoUpdate 26ms -> 2ms total ~100us -> ~9us per entity ~940 KB -> ~231 KB total
Today
Merge from main
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
- Vingette - Minor adjustments/cleanup
Yesterday
Update: more progress on loading to a different level - refactored some of testing code - client doesn't send tick while loading - server delays client entering game till they're marked as connected Tests: tried to load from craggy to procgen, but got stuck on recieving data. also triggerd a bunch of asserts in the process
Yesterday
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Yesterday
merge from sv_console_terminal_fix
Yesterday
Format ConsoleInput numbers with invariant culture so a culture's multi-character negative sign can't overflow the stack buffer
Yesterday
Reduce the amount and size of comments in livestock fsm, instead move them to a separate document file
Yesterday
Added Tattoo Gun
Yesterday
Merge from main
Yesterday
- Added the RRP asset to the graphics settings as the default - Removed the rrp.enabled convar - Added the rrp.disabled convar which is dev only and isn't saved
Yesterday
updated firecracker anims exported.
Yesterday
Silence threaded IOException spam coming from rcon and companion server sockets
Yesterday
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Yesterday
Fix agent velocity not always being accurate
Yesterday
Merge from livestock_hotfixes
Yesterday
- Fix fading issue - Fix underwear prompt text appearing when it shouldnt - Reduce the amount of skin tones available per skin color - Fix character teleporting back to the start when first opening the menu
Yesterday
Fix a few allocs caused by unconditionnal string.format, and a boxed action
Yesterday
Add an assert when trying to use save cache on unsupported entity
Yesterday
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Yesterday
Merge (and resolved) from deadzones
Yesterday
merge from main
Yesterday
Convert SkyboxPass to a RasterRenderPass
Yesterday
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Yesterday
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Yesterday
Move crafting to dpad down in all action sets.
Yesterday
merge from distanceflareorientationfix
Yesterday
Fix error in the shader after main merge
Yesterday
merge from main
Yesterday
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Yesterday
Key suppression timing bug fix
Yesterday
Reduced fleeBelowHealthFraction from 0.75 to 0.3