255,024 Commits over 3,990 Days - 2.66cph!
Cooked chicken, raw and cooked human meat can all now expire
Don't allow two spoilable food items to stack if their spoil time is more than a minute apart
If they do stack, the new stack uses the lowest spoil time
When a spoilable food item stack is split, ensure the new item has the same spoil time as the stack
Root combiner network optims
Allow ScenePanel to render an actual scene https://files.facepunch.com/layla/1b2011b1/sbox-dev_S7gKWkGBre.mp4
Added a super simple local avoidance to chickens (just iterate over the other chickens in the coop) to prevent chickens overlapping
Can disable via server.farmChickenLocalAvoidance convar (defaults to on)
Merge from petting_gesture_impl
Hook up new happy react animation
AND, OR, XOR: check flags changed before sending the flag network update
Merge from chicken_update
Call gesture, can no longer pet chickens if they are sleeping (it's rude to wake them up)
Merge from petting_gesture
Set trains to hit construction layer again so they can hit barricades
AND, OR, XOR switch network optim
Replaced the full network updates for flags only
Disable stackable item support on rockets
- the convar was already disabled but lets not forget this
merge from crafting_update -> aux2
merge from item_ownership -> crafting_update
Changed `Purchased From Vendor by {0}` -> `Purchased by {0}`
Merge from tssaa_hires_screenshot_fix
Disable TSSAA during hi res screenshots, fall back to FXAA
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siegeweapons_terrain_proxy_fix -> main
Attempt to fix some siege tower collision issues on terrain carving areas
merge from item_ownership -> crafting_update
Fixed some collision issues with the natural beehive
Actually change ownership to the newer protobuf ID since it's the newer one
Fix conflicting protobuf entity field ids
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Fix ItemModSwap after merge
Natural Beehives should spawn on oak_e
Deployed Beehive:
- Reduced collider size
- Recalculated bounds
merge from crafting_update -> item_ownership
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Reduce update rate when looking in a box
merge from main -> item_ownership
- Add Progress bar to Honeycomb generation
- RPCs added with client prediction
- Cleanup NucleusGrading code
Add item ownership to items horses poop
- uses breed's name as the username
- doesn't actually do anything because poop is stackable, planning for future if they poop different unstackable items
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Transfer item ownership when explosives are picked up
- this doesn't apply yet because C4 & satchels are stackable but laying the code down ahead of time
Add ownership to ItemModRecycler (no prefabs use this but better to be safe)
Set item ownership to keycards that are picked up