158,974 Commits over 4,566 Days - 1.45cph!

Today
Restore update order just to be safe
Today
merge from soundocclusion_optims
Today
merge from scarecrow_errors_fix
Today
Fix error spam from scarecrows Fix bug that made scarecrows, gingerbread npcs, and junkpile scientists float slightly above the ground
Today
Revert ProjectSettings.asset changes
material updates post shader changes crowflock prefab uses single emitter now
Add particle stream toggle to crittermovement shader so mesh particles get a per-particle flap
Today
Fixed sounds started by destroyed monument client entities when loading not being cleared correctly
Today
Cache an invoke
Material fixes Added test flock prefab
Today
Fix gesture duration Add more sound events for sheep foot stomp and cow head shake Improve facing the player
Crow model/materials
Today
Merge from main
Today
Merge from main
Today
Fix main menu not rendering sometimes
Today
Another order fix/improvement
Today
Sound occlusion optims: - stop checking every wall between a sound and the camera once one wall muffles it - looping sounds occlusion rays are batched - virtualised sounds (sounds muted by unity) check occlusion every 1s instead of 0.25s Standing outside an average base with 40 looping sounds in range: ~0.65ms -> ~0.05 ms per frame
Today
Gamepad building hints order optim fix
Today
Scratch animation re-export at origin
Today
Pie menu optim
pt_boat_target_fixes -> main
Today
merge from pipe_mesh_optim
Today
compile fix
Fix bug causing PT boats to sometimes easily give up on targets up to 12 units above sea level. It should've been only 12 units below sea level
Hidden players rank behind every visible one, but can still be picked if nobody is visible
Today
merge from pipe_mesh_optim
Today
anim setup updates
Today
Reapply stomped code changes Hook up petting react animations for cows and sheep Add moo and baa sound events Setup scratch gesture 1st / 3rd person (viewmodel doesnt work yet as it has an offset baked in)
Today
merge from main
Today
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Today
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Today
moved pipe mesh generation to use the MeshData native interfaces, including port of tangent calculation - virtually 0 main-thread cost now, almost all of the work is done on job threads
mag_drop_fixes -> main
- All magazine drops now land on the ground for a little while - Add some random angular velocity to the magazine as its removed. Ensures mags dont land bolt upright
Today
merge from main, stomp branch changes in LivestockAnimal
Today
Add SetVehicleLoad and slightly retune vehicle haptics while I'm at it
Today
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Today
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Today
More specific vehicle seat check for haptics
Today
Rename some cursor/inventory UI options to be more clear. Play pick/drop inventory sounds when using virtual gamepad selection
Swap the rest of the mag drops over to the same system as the glass ak
Today
merge from bone_retarget_optim
Today
Fix lasers being broken in first person
Today
pre-initialize found bones array with the extra bones that have already been moved as part of DoBoneRetargeting to avoid pointlessly recursive searching for them - much more impactful for things like hazmat skins that have a lot of extra bones for skirts - ~0.3ms now for BoneRetarget
Today
fixed missing upkeep component for triangle spiral stairs
Today
Debug overlay only created on demand when gamepad_debug_overlay is true
Remove the cachedPostIK system - its not needed after spine IK has been moved into jobs - Cleanup mag drops
Today
Don't calculate/trigger haptics/rumble if gamepad not current input device
Today
Ignore all pad stick input when not the current input device used for play, fixes potential stick drift causing input for m/k play
Today
russian roulette; - item updated - sitem updated