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121,340 Commits over 4,018 Days - 1.26cph!

Unified wood log culling distances / some were being drawn way too far
More agressive LOD settings on all jungle bushes
More agressive LOD setting on hura crepitans / LOD changes to prevent pop-in / darkened billboards to reduce pop-in
More agressive LODding on trumpet trees / slight mesh changes to reduce pop-in / 20-50 percent triangle reduction at LOD0 with minimal quality loss
Today
Fixed construction overlay weirdness.
Call base.OnHolster last so that our animator changes go through Remove old way of handling this
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Today
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Today
Cut the max eyeglow distance in half on Wolf(2), Tiger, Panther, Crocodile.
Fixed client write and send methods trying to use server write and send Fixed server recieve method being hooked up wrongly
Today
Restored floor.stone.prefab, merge fuckery
Can mark SyncVars as [ClientAuthority] This changes the ifdef blocks used in the resulting replicate and sync methods Changed test code to include a client -> server Syncvar
Today
merge from main
Today
Added new token for jungle rifle as it was sharing one with med rifle
Today
Small mesh tweak
Add server receive methods Add CLIENT & SERVER preprocessor tags in generation step
Today
Mop and Bucket feedback
Today
IOEntityEditor and BaseMountableEditor inherits from BaseEntityEditor
main ➡️ syncvars
Today
Added handles to edit entities bounds
Fix storage monitor not being able to be placed on the Vending Machine
Today
boat building platform grey box
Increase the Vine view model exit time padding .1 -> .2
Today
Fixed timer switch issues when its power input fluctuates while the timer is running
Today
skin setup
vine_lod_fix ➡️ main
⭕ Fix vine flickering and dissapearing ⭕ Mark Occludee as dynamic
vine_maxvelocity_nre_fix ➡️ main
Ensure max velocity > 0 even when null
Yesterday
Fix Vine Max Velocity NRE
Yesterday
Merge: from parallel_validatemove - Optim to reduce physics cast scheduling overhead Tests: unit tests
Yesterday
Optim: reduce physics casts scheduling overhead when using batches - Added a helper function that subdivides workloar across equal batches and potential for work stealing On a 10player test case(40 ticks total), reduces parallel processing time from 0.2ms to 0.12ms. Still slower than serial execution 0.06ms. Tests: unit tets
Yesterday
boomerang_range_fix ➡️ main
Yesterday
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Yesterday
Adusted boomerang range values
Yesterday
boomerang_range_fix -> main
Yesterday
tweaked hopper, storage monitor and storage adapter positions on wicker and bamboo barrels
Yesterday
merge from main
Yesterday
Bucket and mop prefab update and LODS
Yesterday
Fixed Boomerang not having better attack range on players and NPCs Rewrote server projectile to allow overrides in the right places Boomerang does two attack checks - hits players and npcs at a higher radius
Yesterday
Fake trail generation improvements, fixed trail falling through rocks
Yesterday
merge from jungle_update
Yesterday
Fixed trail going falling through rocks due to snapping to terrain when animals were walking on cliffs and rocks
Yesterday
removed unnecessary private files. fixed metallic affecting ao darkening
Yesterday
Merge: from main
Yesterday
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Yesterday
Jungle Pack store page
Yesterday
Replace all usages of "is {}" pattern matching to properly account for unity null override (previous commit didn't go through)
Yesterday
Replace all usages of "is {}" pattern matching to properly account for unity null override