192,547 Commits over 4,049 Days - 1.98cph!

2 Months Ago
merge from windmill_height_fix
2 Months Ago
Bugfix: CollectionUtil.SortInplace now correctly sorts - Also renamed these utils as previous names were confusing Tests: ran the old + new unit tests - all pass
2 Months Ago
Update: Adding unit tests for CollectionUtil Discovered that my SortInplace is borked, so I'll fix it in the next update. Tests: ran the new unit tests
2 Months Ago
Prefab cleanup, minor optims and stripping client stuff from server
2 Months Ago
Various cleanups and fixes: - Add InstancedDebugDraw properly to the Main Camera Prefab instead of adding it from code. - Remove FastDebugLine from always included shaders, utilising shader variant stripping. - Add material(s) to ensure line shader is included in builds. - Work around Unity quirk: Can't set shader commands from material property blocks. - Add a define to avoid matrix packing for easily confused GPU drivers. - Clean up shader properties and exposed the actual distance for distance fade. - Expose _Color, _LineWidth, _DistanceFade and _TransformType for potential use without instancing.
2 Months Ago
merge from cookingv2 -> crafting_update
2 Months Ago
Fix modifiers being set to zero instead of fully removed - fixes yield bonus going to zero once digestion effect expired
2 Months Ago
Imported Bee Grenade World Model Updated Bee Grenade View Model
2 Months Ago
updated rust player mask (removed eyes/eyelids/jaw/eyetransform)
2 Months Ago
Updated and Imporved Bee Grenade Textures
2 Months Ago
use a transform parameter to define the local bounds for clamping the wire position to, avoids issues with bounds being initialized differently with different door states
2 Months Ago
Code cleanup
2 Months Ago
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2 Months Ago
Windmills now calculate their relative height once when deployed Instead of sampling the terrain height, we raycast to the ground using Terrain and World layer Fixes windmills placed on cliffs having incorrect height values
2 Months Ago
default config updates, slight clean up
2 Months Ago
Resolved build error
2 Months Ago
Merge from cookingv2
2 Months Ago
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Resetstate now clears all player modifiers
2 Months Ago
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merge from main
2 Months Ago
Merge from cookingv2
2 Months Ago
Fix plant pots gibbing when harvesting plants.
2 Months Ago
bee grenade viewmodel - setup final model from Alfie - repostioned for best view - added additive grip pose and fingers mask to remove clipping
2 Months Ago
Water depth gauge art and prefabs for measuring the depth of my tears.
2 Months Ago
setting excludelayers on child trigger colliders to match inverted interestlayers in Awake - convars to clear and setup all TriggerBase excludelayers for profiling purposes
2 Months Ago
merge from client_copy_paste -> main (update manifest)
2 Months Ago
Update manifest
2 Months Ago
merge from crafting_update
2 Months Ago
Codegen protobuf
2 Months Ago
merge from client_copy_paste -> main
2 Months Ago
merge from crafting_update
2 Months Ago
Special formatting for horse gallop speed mod
2 Months Ago
bees -> crafting_update
2 Months Ago
Reduced plant pot water saturation from 9000 to 1000
2 Months Ago
Eeating wheat now gives wheat seeds instead of corn seeds.
2 Months Ago
Remove accidental blueprint component from pies
2 Months Ago
Update: consolidate various scatter code used in batched WaterLevel and GamePhysics checks Will cover them with tests just to be extra safe. Tests: ran WaterLevel and GamePhysics unit tests
2 Months Ago
env volumes tweak, darker S2P
2 Months Ago
fixed two instances of TriggerBase subclasses not calling base and ignoring InterestLayers
2 Months Ago
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2 Months Ago
Ziggurat_a monument prep Terrain splats repaint to allow fade out Created env volumes for interior Basic lighting indoor Cleared volumes and lights from greybox stage
2 Months Ago
Fix compile errors due to CLIENT and SERVER
2 Months Ago
Merge from cookingv2