193,687 Commits over 4,079 Days - 1.98cph!

3 Months Ago
Codegen
3 Months Ago
Merge from crafting_update
3 Months Ago
Merge from hopper
3 Months Ago
Remove the fx hierarchy from the server
3 Months Ago
Merge from crafting_update
3 Months Ago
Reapply hopper prefab changes, merge deleted a component somewhere
3 Months Ago
Merge from parent
3 Months Ago
Codegen
3 Months Ago
Merge from cookingv2
3 Months Ago
Adjusted prevent building on hopper, fixes being able to build a half height floor through a hopper mounted on a storage barrel
3 Months Ago
Added debug.clearPlayerModfiiers, clears all tea effects
3 Months Ago
Fixed chicken materials Remove old chicken rig from chicken prefabs (still in project, can remove next month)
3 Months Ago
Adjusted chicken coop deploy volume
3 Months Ago
Fixed being able to receive multiple skulls from a single corpse while the harvesting modifier is active
3 Months Ago
merge from faster_il2cpp_compilation -> main
3 Months Ago
Instead apply the IL2CPP arguments via `IPreprocessBuildWithReport` which allows you to override IL2CPP arguments per platform - only apply to windows
3 Months Ago
Revert the project wide IL2CPP arguments since it doesn't work on OSX with clang
3 Months Ago
merge from faster_il2cpp_compilation -> main
3 Months Ago
Pass argument to IL2CPP to increase number of cores Link.exe uses - reduces IL2CPP linking step by 22 min
3 Months Ago
fixed raw fish having incorrect material
3 Months Ago
relinked up small_junk human meat prefabs with new meat models and applied to underwater_labs module_1200x1200_4way_ladder prefab table and shelves
3 Months Ago
manual merge from cookingv2/meat #6 114426
3 Months Ago
manual merge from cookingv2/meat #5 114423
3 Months Ago
manual merge from cookingv2/meat #4 114422
3 Months Ago
manual merge from cookingv2/meat #3 114419
3 Months Ago
manual merge from cookingv2/meat #2
3 Months Ago
manual merge from cookingv2/meat #1
3 Months Ago
reduced all meat textures to be no bigger than 512x512
3 Months Ago
player_preview fixes
3 Months Ago
removed placeholder items from craggy
3 Months Ago
updated existing prefabs
3 Months Ago
overhauled meat prefabs, rebuilt all with updated meshes and textures, moved all meats to specific folders, tidied up folders, removed old and unused assets
3 Months Ago
Missed Bee Grenade Texture Files
3 Months Ago
Work In Progress of Bee Grenade Material setup
3 Months Ago
missing files
3 Months Ago
added meshes and materials for all new meat items, sss profiles
3 Months Ago
Correct eye bone positions/skinning on all current player seeds
3 Months Ago
merge from autoturret_servertick_optim
3 Months Ago
Toggle the client warning zone trigger based on the peacekeeper flag Set the exclude layers
3 Months Ago
Strip the massive target detection trigger from the client Set the exclude layers
3 Months Ago
merge from building_privilege_cache
3 Months Ago
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3 Months Ago
Ensure beehive lootpanel humidity correctly uses humididy token rather than inside token
3 Months Ago
Longer clientside building priv cache when holding a wire tool + some optims
3 Months Ago
Fixed IsBuildingBlockedByVehicle cache return Increased cache duration on flame turret and shotgun trap
3 Months Ago
Custon cache duration for IsBuildingBlockedByVehicle and IsBuildingBlockedByEntity Comments
3 Months Ago
merge from autoturret_servertick_optim
3 Months Ago
Check if the autoturret has entities connected to its outputs before calling MarkDirtyForceUpdateOutputs This will drastically reduce the time spent on AutoTurret::ServerTick on server with a large IO queue Enqueuing turrets can be very slow because of the duplicate checks - temp solution until we back the IO queue with an hashset