159,415 Commits over 4,566 Days - 1.45cph!

Today
Strip AI cover and move points from the client, they're only used by the server Had 13k of them
Today
Fixed cliffs not stripping their Add_To_Height heightmap mesh collider when loading from a cached map I had ~6500 of these enabled on a proc gen map
Today
Refactor + cleanup
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Today
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Today
Remove leftover log in RotaryGunCylinderViewmodelComponent
Today
merge from pool_review
Today
Ballista and static ballista 8 -> 2 Battering ram and catapult seats 8 ->
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Today
Reduced bonuses provided by Advanced, Pure and Creamy/Milky teas. Creamy tea variant is now what Pure used to be, advanced and Pure reduced below that to compensate. Average nerf: Advanced ~11%, Pure / Milky ~18%, Creamy ~20%. Healing, Crafting Quality and Rad Removal teas unchanged.
Today
All arrows 100 -> 25 Paintball projectile 100 -> 5 Speargun spear 100 -> 5 Shotgun slug 100 -> 10
Today
Fix the guide not detecting if the sail would block when lowered but doesn't block when up - caused the sail to be blocked only when lowered despite the guide making it look ok
Today
Pool review: Admin cars 2 -> 0 Snowball 100 -> 5 Snowball gun projectile 100 -> 5 Boat building blocks 100 -> 15
Yesterday
Fixed the codelock on frankenstein table appearing underneath the table on the floor
Yesterday
Tests
Yesterday
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Yesterday
Update demos to read the new batched packet format
Yesterday
Update SendNetworkPositions() to use the new batched path - famous last words but batched position updates shouldn't break so we shouldn't need a ConVar to toggle behavior at runtime
Yesterday
merge from deepsea_unloading
Yesterday
Merge from hemp_colour_swap
Yesterday
Add batching for position ticks - new packet type EntityPositionBatch so old demos keep working - batches together entity position updates per player per server frame - flushes batches after ServerMgr * Invokes - skips sending time field if it's the same as the entity before it
Yesterday
Cleanup, fixes
Yesterday
Re-enabled the final stage impostor on hemp plants - thye should now be visible from 250m
Yesterday
Merge from main
Yesterday
Fix mismatch between server's check for sails and client's check - client uses rays, server used spheres - the OBB the client used to simulate the new placement wasn't rotated correctly leading to mismatch
Yesterday
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Yesterday
Optimize calculating upkeep on the server - used to iterating through entire buildings when recalculating upkeep - now sums the building cost of all the entities and only adds & removes cost as entities are changed - means upkeep is now only multiplying the cached cost * the upkeep multiplier
Yesterday
Brigthened the room lighting slightly
Yesterday
Fixed deep sea spamming tree spawned RPCs to all players when opening
Yesterday
Try downgrading actions/checkout to v5 * goddamn github man
Yesterday
Fix halloween dungeon having no map, fix missing pieces of the map in the xmas dungeon
Yesterday
Deleted unsuded ghost ship population asset
Yesterday
Cover the case where a modded server spawns deep sea entities outside of the deep sea Client activates the asset scene without waiting for a loading screen and keeps it for the entire session
Yesterday
fix pooled train audio, disable pooling log for checking active states - I added it for vehicle pooling and forgot to nuke it
Yesterday
Fix dungeon network groups misaligned with the spawned dungeons on some map sizes
Yesterday
Fixed various exceptions that happen during builds Add some null guards, skip compute kernel lookups when compute shaders are unsupported, move DeferredMeshDecal in apartment_large that was missing its renderer
Yesterday
Security room greybox
Yesterday
Gate navmesh save log and AI despawn log behind ai.logIssues
Yesterday
Update GHA actions to version 6 for Linux and Windows Add trigger_portal_cleanser to entity override whitelist Fixed a crash with render.UpdateScreenEffectTexture Remove widgets.RenderMe and properties.GetHovered serverside * widgets would just do nothing, but shouldn't exist on the server, properties.GetHovered would just error out Minor cleanups of various methods to match wiki and vice versa Prediction errors on arrays include array index for ints and floats Fixed a couple memory leaks with multicore rendering * Mostly relates to functions such as render.UpdateScreenEffectTexture and render.PushCustomClipPlane
Yesterday
Fix "[NPCAnimController.DoPrepare] Skipping blacklisted clip tiger_prowl" error on manifest regen
Yesterday
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Rin
Yesterday
Cherrypicking 168011, 168012
Yesterday
Merge from Livestock_animals, fix extremely long AI tests
Yesterday
Merge from main
Yesterday
Have AI tests run at 4x speed, with same delta times, confirmed results are the same thanks to the deterministic mode, AI tests now down to 15min I also added a local guard that stops me from blowing past the 30min budget in the future
Yesterday
pt_boat_rewrite -> client_controls
Yesterday
main -> pt_boat_turret_rewrite
Yesterday
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Yesterday
Fix frankenstein pet not moving, it had no nav agent component
Yesterday
Fix no navmesh in halloween dungeons, they were filtered by the out of bounds check