139,010 Commits over 4,352 Days - 1.33cph!

Today
Cherry pick to compensate scientist dmg lowered by armor buff, should now be on par previous patch (fullmetal is same ttk, hazmat will take less dmg, naked will take more dmg)
Today
Rustige Egg H (Amethyst) - Initial folder structure, prefab setup, item, anim controller, worldmodel, model, textures, materials, basic animations, translucency support, localization, manifest and placeholder icon
Today
Rebalance scientist damage to compensate armor buff, should kill fullmetal when landing every shot in one full mp5 mag
Today
front 50cal animation updates
Today
Potential fix for red card room scientist turning invisible
Today
exported latest salvaged axe refresh anims
Today
cannon fuse anim update
Today
Copy paste tab baseline
Today
Added the motion vector mode of renderers to the render params for indirect instancing
Today
Adding burst cloth for frontier hazmat and updating skinning
Today
Camping Cooker Update
Today
close more edge cases: - placing a lock on a box would show contents to everyone before master code was input - placing a lock on a box and then locking it wasnt hiding contents until next network update
Today
wip floorpaper texture updates
Today
Now sending packets over websocket, sending map via StreamContent, removed reliance on Time.frameCount (potential threading errors)
Today
First pass trims/mat applications on kiosk A
Today
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Today
Client now takes a screenshot when running the copy commands and saves it into the copypaste files Set to 256x144 for now
Today
Update: rewrite BasePlayer.UpdateSubscriptions into batch form Doesn't actually do anything different, just prep for adding managed tasks to it. Need to add unit tests and perf tests first Tests: booted into Craggy with jobs 3 - was able to see entities in the world
Up/Down arrows now move the autocomplete up and down Tab/enter/return puts the selected autocomplete entry in the input box as you'd expect
Today
merge from indirect_instancing
Today
rebase on main
Today
* Turn `_PARTICLELAYER_ON` back to a multi_compile keyword to fix snow coverings. * Reject renderers with property blocks that set `_ParticleLayer` from instancing. * Keep renderers non-instanced when `indirect_instancing.fallback` is disabled. * Store reasons for reject/fallback and display it in the debug overlay. * Do not spam the console about fallback instances. * Rename ConVars monsters/non_monsters to multi_draw/single_draw for consistency. * Guard dangerous Indirect Instancing ConVars behind ClientAdmin. * Display the current biome when running `terrain.debug`.
Today
single 50cal animation updates
Yesterday
Fix failed line of sight checks preventing vending machine purchases from floating city boat shopkeeper This was due to the invisible vending machine being under the sea 🐟 underneath the shopkeeper Updated flags for these vending machines so they are only accessible via talking to the shopkeeper, to prevent menu prompt conflicts for talking vs buying S2P all floating cities
Yesterday
Minor log changes
Yesterday
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Yesterday
Bugfix: PartialCompare - don't miss last object in b listhashset Could lead to a duplicate pushed to removed list Tests: ran unit tests
Yesterday
Add extra logs when coping/clearing
Yesterday
wip easter floorpaper textures, setup
Yesterday
New: ListHashSet.PartialCompare - early outs upon reaching addedLimit and removedLimit - added unit and perf test It still has linear complexity, but does seem to scale better Tests: unit tests
Yesterday
Potential fix for scientists weapon leak
Yesterday
re-exported viewmodel LR300 space rig minus arms mesh
Yesterday
main -> new_console-ui
Yesterday
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Yesterday
Clean: refactored NoClip perf tests to use Utils.MeasureAndPrint Tests: ran noclip perf tests
Yesterday
Fix tutorial missions still being active after respawning at mainland if player died and disconnected whilst in the tutorial
Yesterday
Clean: fix stream of warnings from running AntiHackTests Tests: ran noclip tests
Yesterday
Updated light textures
Yesterday
Update(tests): added perf tests for IsSpeeding and AreSpeeding AreSpeeding is slower at 50 players, but faster at 200 players (probably transient allocs). Tests: ran unit tests
Yesterday
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Yesterday
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Yesterday
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Yesterday
exported horse pooping, skid and trough graze anims
Yesterday
Codegen
Yesterday
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Yesterday
merge from main
Yesterday
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Yesterday
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Yesterday
Merge from main
Yesterday
Modified MidiJack plugin to only ever open one MIDI device at a time, possibly works around new win 11 midi driver issues