158,721 Commits over 4,566 Days - 1.45cph!

Yesterday
Fix TC label on map able to get a delete button if a network update happens when the map is open and the sleeping bag buttons shuffle
Yesterday
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Yesterday
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Yesterday
Don't build quadtree for spawn distributions that feed in a zero length array
Yesterday
FSM now binds all state / transitions "owner" on the first SetState, instead of lazily
Yesterday
Reimplement the tile based version of spawn distributions without the additional optimizations on top - still saves a large amount of memory (700MB vs 780MB before)
Yesterday
Fixed an issue with the setting up the camera properties
Yesterday
pt_boat_turret_rewrite -> turret_viewmodel
Yesterday
pt_boat_turret_rewrite -> main
Yesterday
Reapply livestock petting on new branch Fix rotation not using the agent
Yesterday
merge from threaded_error_cleanup
Yesterday
Ensure the empt flag works
Yesterday
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Yesterday
Update Fleck (788a13c) Fixes ObjectDisposedException spam
Yesterday
merge from main
Yesterday
merge from storageboxbounds_fix
Yesterday
merge from rocket_ragdoll_fix
Yesterday
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Yesterday
merge from triangle_block_isvisible_fix - stops splash damage being applied to triangle floors and frames through walls in some cases
Yesterday
Fix new navmesh stalls on main thread: - build ghost ships async - allow splitting work with more granularity to stay under the budget, else a megabase navmesh tile can go way over, we need to split individual colliders of a tile - cache ToBaseEntity, as it's expensive
Yesterday
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Yesterday
Make cows more intuitive and clear: - simplify cow ownership, you buy a cow it's yours, it eats at your trough it's yours now, no bond needed (only for leading), nobody can steal a lead from the owner, cows with no owner can't breed - UI shows owner - cows don't die from old age anymore, crowding is the only death, starved animals lie at 1 hp and get up when food is available again - cows can buffer up to 3 charges of milk to reduce micromanagement - UI shows milk cooldown / charges - overgrazing mechanic removed, replaced with simple grass need (it just checks if each cow has at least one foundation worth of grass in the pen) - cows can eat any food a horse can - if all fails, cows will teleport food from the trough to their belly (should be rare, just to prevent cows blocking other cows from eating despite the queue system) - UI shows pregnancy status, father, remaining time, cooldown after birth - UI shows how long the food / water in the trough will last given the number of cows using it (both on the trough UI, and on the cow UI) - cow names are not picked based on the server players language, but on the cow owner language, wild cows have no names and get one with their first owner (you won't have herds of foreign cows with names you may not be able to read, unless you steal them) - separate frame budgets for scientists, animals and livestock: too many livestock can't slow down scientists and animals anymore, only slow down livestock on the server - (in another previous changelist) personal space is same for all cows in herd, it doesn't fluctuate unless barn changes - (in another previous changelist) free range cows stop breeding when herd size reaches 9 (no crazy outbreak after leaving 2 cows outside)
Yesterday
- Fix PT turret ammo refilling on restart (caused by rewrite) - Fix toast being removed - Fix being able to show reload animation for other types of ammo - Fix reload animation playing after dismounting mid reload
Yesterday
Fix cows clipping through walls, causing their head to stick out of buildings
Yesterday
Add ObjectDispatcher wrapper
Yesterday
Small Random Room B - Generic - WIP
Yesterday
Updated RRP to use the new RenderGraph API
Yesterday
vending_ui_fixes -> main
Yesterday
Fix 'add sell order' exceeding stack size
Yesterday
Fix always showing 1x when hovering over things in the vending ui
Yesterday
merge from main
Yesterday
electronic chessboard; - ran manifest and localization - ms texture
Yesterday
electronic chessboard; - textures updated - prefab updated - icon updated - converted to metalsmooth for transmission benifits - updated skins
Yesterday
merge from flexvirtualscroll_optim
Yesterday
merge from uicompass_optim
Yesterday
boomerang_damage_fix -> main
Yesterday
Fix boomerang not doing any real damage to BaseNPC2
Yesterday
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Yesterday
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Yesterday
scrap king - updated colliders
Yesterday
Small Cleanups
Yesterday
Merge from render_pipeline_testing
Yesterday
Moved the projection reset for the jitter code to happen before culling as it caused an issue where it would reset the physical camera projection matrix incorrectly
Yesterday
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Yesterday
Stop most server projectiles from colliding with the Ragdoll layer. Fixes shooting a rocket near a dead body and it exploding mid air because the collider on the server was in a position the client couldn't see
Yesterday
pt_boat_turret_rewrite -> turret_viewmodels
Yesterday
Revert CodeGen
Yesterday
CodeGen
Yesterday
Merge from terrain_config_load
Yesterday
Compile fix