159,530 Commits over 4,566 Days - 1.46cph!

Today
Hooked up new mount forward animations (sheep still has issues)
Today
Merge from Animal_Jumping
Today
Merge from main
Today
Fixed failing NPC mounting tests (switched tests to use sheep and not cow)
MeshPaintable3D uses 16-bit unorm UV buffer instead of Half float. Increases precision up to 32x without increasing memory since all 3d painted meshes have UVs in the 0-1 space. Fixes blotchy and jagged brush strokes. Also effects egg suit.
Today
merge from main
Today
Cherrypick 168219
Today
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Restore opacity slider to tattoo UI Changed tattoo UI to sample colours from a .asset instead of colour picking from an image so we can use tattoo-appropriate colours (currently uses same colours as before except black)
Today
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Add bump effect to tattoos
Yesterday
Fix servers saying 'Development Server' in the pause menu when you're connected to a normal server
Yesterday
Lower quant from 1cm -> 1mm for position - switch from sending delta position to sending quantized acceleration so we can keep 1 byte per update after moving to a 10x smaller quant - if acceleration is larger than 0.127m / tick then it will send full acceleration (allows it to support instant teleports and large changes in velocity) - will fine-tune values further
Yesterday
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Yesterday
- Disable clan features in softcore, like they already are in hardcore - Add clan table as a restricted item in softcore and hardcore. You can't use them anyway - Fix tech trees showing restricted items. Saved me having to make a whole new tech tree for softcore just to hide the clan table - Fix the custom inspector stuff on ItemDefinition for setting a restricted item not working in all prefab modes - Add dictionary lookup for finding gamemode item restrictions
Yesterday
Disabled saving on both the apple.tree and coconut.tree prefabs (this stops the fruit piling up and floating after server restarts oops). Replaced array with a list and use Facepunch.pool instead of allocating an array each time. Set the positon and rotation of the fruit straight away. Removed apple chance from oak_f. Instead move to oak_e which has a chance of spawning apples and a beehive. General code clean up.
Yesterday
merge from weapon_refresh_nailgun
Yesterday
Fixed nailgun missing muzzlepoint, was erroring when put in a turret
Yesterday
Fixed nailgun world model outlline
Yesterday
merge from main
Yesterday
merge from skinviewer_nailgun
Yesterday
Added nailgun to the skin viewer
Yesterday
Tattoo layer tweaks, subdermal+ink layer Some test assets
Yesterday
Only check if quant settings have changed once per frame in flush instead of every single position packet
Yesterday
Added modular contraption kit, textures and materials for testing purposes.
Yesterday
Port a fix for math.ceil/floor Add some self checks for corrupted map files "load" concommand doesn't boot you from session for missing saves * So "load quick" bind doesn't disconnect you if you accidentally press it without having a quick save Fixed ZFunc not being set when overriding depth testing Fixed regression with DPanel:OnMousePressed due to recent changes Merge Pull Requests * Make ENT:StoreOutput treat times=0 same as times=-1, making it consistent with engine entities
Yesterday
merge from weapon_refresh_nailgun
Yesterday
updated workshopsource nailgun model
Yesterday
Switch from generic stream -> BufferStream in the EntityPositionBatchReader since both demos and network data share the same class of stream for packets
Yesterday
Send positions & rotations quantized - reduce the 3x positions floats from 4 -> 1 bytes when they are within 1.27m per tick (1cm quantization) - reduce the 3x rotations from 4 -> 1 byte when they are within 25 degrees per tick (0.2 degree quantization) - will fine tune the values if it's too high a quant - fallback to sending the full value when it changes by more than a delta - tell the client what the quantization is so it can be changed during the session and be captured by demos
Yesterday
Fix tests
Yesterday
Set a bunch of textures to non readable
Yesterday
Update: meta changes for some(?) textures on reimport Tests: none
Yesterday
Update: patch ugui fork to keep up with API changes Replicated relevant code from upstream package Tests: editor boots
Yesterday
Update: automatic package upgrades Tests: none
Yesterday
Lighthouse rework WIP. Lighthouse now needs repairing, like the airwolf helipad. Repairing it restores the light and opens the deep sea. Moved airwolf airpad to use a new RepairableStructure base clase which the lighthouse now also uses.
Yesterday
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Yesterday
merge from server_packet_capture -> main
Yesterday
merge from boat_dismount_points_preprocess
Yesterday
Add `packet_capture` command to capture outbound packets on the server - will capture up until a certain size or time limit is reached - writes to disk with 8MB buffer - intended to allow capturing network data so we can simulate optimizations on the raw data - no overhead when turned off
Yesterday
Codegen
Yesterday
rust 13th birthday cake; - textures added - icon updated - material updated - prefab updated
Yesterday
Playerboat dismount points are now baked into prefab attributes instead of a transform array on the block Authoring is the same in the prefab but the transforms can now get stripped during preprocess Saves a couple gameobjects and the array per block, but opens the door to do more stripping on all building blocks
Yesterday
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Yesterday
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Yesterday
Merge from main
Yesterday
merge from render_pipeline_testing
Yesterday
implement texel density vizzer in RRP
Yesterday
Merge from icon_ui_optim
Yesterday
don't render water in preview cameras