160,410 Commits over 4,566 Days - 1.46cph!

Yesterday
merge from neonsignfix
Yesterday
merge from PumpkinLockFix
Yesterday
merge from sleepingbag_overlap_deathscreen_fix
Yesterday
Added additional LOS pos for the ramp, fixes blue Line of sight blocked
Yesterday
Fix sleeping bag buttons on the death screen sometimes not getting sized correctly and overlapping, snapping back into place on hover and causing misclicks
Yesterday
merge from main
Yesterday
Fixed bags assigned to you while dead not showing on the map until another bag changed This could hide all your bags after rejoining a server you died on
Yesterday
Fixed admin UI's UGC history scrollbar layout issues
Rin
Yesterday
Disabled Halloween features
Yesterday
Fix dungeon spawning dark square
Yesterday
Fixed ExplosionScreenBounceFade sampling it's curve the wrong way around (1 was close to explosion, it should be 0) Also fixed all screenshake via this component not being applied if sip domain reload is enabled
Rin
Yesterday
Adjusting Catfish, Orange Roughy, Salmon, Small shark random gutting bonus Replace 20% chance to get 8 cloth, with a 20% chance to get a bluepfrint fragment
Rin
Yesterday
Add a 50% chance for a blueprint page to Large Barn/Ranch Hunter treasure mission box
Rin
Yesterday
Add a 20% chance of blueprint fragment in Crate_basic
Rin
Yesterday
Add blueprint fragment and blueprint page to underwater crates to match other loot pools
Yesterday
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Yesterday
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Rin
Yesterday
Hooked up new Blueprint Book File renaming
Yesterday
Adjusted the sunflowers seed stage collider so it can be cleared by a melee weapon reliably
Yesterday
Fixed wrapping paper item accepting water
Yesterday
Fixed chickens on tutorial island being weirdly aggressive (learning rust is hard enough)
Yesterday
Merge from swamp_tree_x_improvement
Yesterday
Lowered X markers on all swamp trees by quite a bit Added a check to make sure an X marker can never be spawned under terrain Added a bonus tolerance to the X marker configurable by tree, added 0.2m to each swamp tree as these colliders are weird
Rin
Yesterday
merge from blueprintbook
Rin
Yesterday
merge from main
Yesterday
Missing meta file
Yesterday
Merge from livestock_animals
Yesterday
Child animals can now leave the radius of their mother when attempting to eat out of a trough that is out of range from the leash to their mother Prevents child animals getting stuck with low hunger values while in a pen with a trough
Yesterday
Merge from main
Yesterday
Missing meta
Yesterday
Merge from parent
Yesterday
Merge from livestock_animals
Yesterday
Sharks now flee from players with animal repellant buff
Yesterday
Merge from livestock_animals
Yesterday
Bulls and rams will no longer flee from players with the animal repellant effect active They will also not charge
Yesterday
Bee swarms won't chase players with the animal repellant buff (Croc pie) Can still take damage if you walk through them though
Yesterday
Merge from main
Yesterday
RendererLOD stats now show float values in the text entry, but the slider will still round to an integer
Yesterday
Merge from main
Yesterday
Local server instance handler for Mac (only required some minor directory changes and disabling visual console convar) Updated ignore file
Yesterday
merge from planner_blockedby_fix
Yesterday
Fixed building plan saying "Cannot build in this area" instead of "Blocked by X" for blockers in plain sight
Yesterday
merge from ramp_placement_fix
Yesterday
Improved ramp placement, aiming at the center of a foundation just works
Yesterday
Fix NetWrite.SendImmediate() not using the writeLock (pre-existing issue)
Yesterday
Cherrypick 162857 (Fixed LeanTween rare OOB error)
2 Days Ago
Rename field
Rin
2 Days Ago
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2 Days Ago
Take the idea of batching position packets and instead apply it to all types of packets - queue up packets per frame - send them out after invokes finish - packets are batched on the network thread so no change to the main thread - new packet type to indicate if it's a batch of small packets - ConVar to control batching at runtime - client can handle both batched & unbatched packets - batches are sent as "immediate" so they bypass raknet's internal buffering since we are now basically doing the buffering RakNet was doing
3 Days Ago
prefab updates