159,652 Commits over 4,566 Days - 1.46cph!

11 Days Ago
Rename ai.seed convar to ai.debug_seed so it doesnt clash with server.seed
11 Days Ago
merge from Livestock_animals
11 Days Ago
merge from main
11 Days Ago
merge from automated_testing/client
11 Days Ago
Compile fix
11 Days Ago
Fix command autocomplete realm sometimes being wrong
11 Days Ago
merge from automated_testing/client
11 Days Ago
Updated new tests
11 Days Ago
merge from main
11 Days Ago
merge from main
11 Days Ago
renamed skull wall light folder to skull wall lamp, rebuilt manifest, updated engine.json for spooky decor bundle, added temporary store icons
11 Days Ago
Merge from livestock_potential
11 Days Ago
Fixed failing tests
11 Days Ago
Merge from light_fixes
11 Days Ago
Fix prefabID on c
11 Days Ago
merge from ghostshiptodlighting
11 Days Ago
Reapply the stomped test testlist
11 Days Ago
merge from Livestock_animals/livestock_hotfixes/playercolliders/trigger_pushback
11 Days Ago
merge from main stomped TestLivestockPrefabs
11 Days Ago
merge from storepage_plaguedoctor
11 Days Ago
merge from cargolightingfix
11 Days Ago
merge from elevatorlightfix
11 Days Ago
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11 Days Ago
Wire and decal pass for Small Random Room K. Fixed broken boiler room prefab links.
11 Days Ago
merge from world_setup_hierarchy
11 Days Ago
Fix light c and d wiring: All lights were referencing the red light
11 Days Ago
Merge from main
11 Days Ago
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11 Days Ago
merge from main
11 Days Ago
stronger recursion checks
11 Days Ago
Merge from main
11 Days Ago
Merge from main
12 Days Ago
Merge from cctv_postfx_fixes
12 Days Ago
Fix cctv blur fade and adjust colour mixer to match BIRP
12 Days Ago
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12 Days Ago
Merge from livestock_potential
12 Days Ago
Cap potential if the animal has no mother (found in wild/bought from vendor) You will only be able to sell the subsequent generation of animals Configurable with livestock.potentialUnbredCap
12 Days Ago
Merge from livestock_potential
12 Days Ago
Dialogue setup bits
12 Days Ago
Modified potential so it slowly increases and decreases based on if the current happiness is higher or lower than potential Takes 10 minutes to go from 0->100 if happiness is 100 Takes 15 minutes to go from 100 -> 0 if happiness is 0
12 Days Ago
New stat for animals - potential Starts at 0 and and can only be modified while an animal is a child Potential is the average happiness over time of an animal, gets locked in once they become and adult Wild and purchased animals have 0 potential Vendor sales are multiplied by potential, animals with potential of 0 cannot be sold
12 Days Ago
merge from horse_optims
12 Days Ago
Fixed SM_DisableHorseProceduralMotion OnStateEnter allocs...
12 Days Ago
Fixed SM_DisableHorseProceduralMotion OnStateExit allocs
12 Days Ago
merge from horse_optims
12 Days Ago
Well actually lets drop the sounds from missed rays because that meant all the shit at 0,0,0 would be audible now
12 Days Ago
Fixed missed rays spawning the footstep sounds at 0,0,0 🙃
12 Days Ago
Animal footsteps raycast optims: - On dry terrain, we read the terrain splat map instead of raycasting, one ray every 2 meters to check the animal is still on terrain - If not on terrain (rocks, base, water) we just do one ray instead of 4 - If the animal is in water, we still play the effect past the audible range to make sure you can see the water splash effects 5 wolves running around on grass, 80% less raycasts ~0.115 -> ~0.08 ms