138,912 Commits over 4,352 Days - 1.33cph!

1 Year Ago
merge from consumable_gene_info
1 Year Ago
▊▍ ▅▅▌▆▅ ▍▍▊█ █▆▅▇█▉█▌▌▇▊▉▅▌▉▄█▄▅▉▋▉█▋█
1 Year Ago
Update: perf tests for WaterInfo/-s For 1k sample points - batch version is 4(no waves)/3(with waves) times faster than serial Tests: not applicable
1 Year Ago
Have croc exit dive if it happens to move out of the water
1 Year Ago
▄ █▊▄▊▌ ▌█▆▌ ▌▉▌▉▌ ▇█▇▋ ▍▊▇▊▇█
1 Year Ago
- Croc dives after fleeing into water instead of staying on the surface, right now the dive snaps the depth we need to look into it - Make crocs float lower under the water so only snouth and back are visible - Prevent croc from using land animations in water, and vice-versa - Fix error from OnValidate - Run codegen to fix compile error
1 Year Ago
▍ ▌▆▊▋▅▍█▄ ▄▇▍███▄▉▅▊▅▇▌▇▊▆▄▄ ▅▄▉▄ ▌▋▇▆▅▍▋▍▄█▉▉ ▌▉▌▋▋▆▍▅ ▉▌▉▇▄▉ ▉█▊ ▅▌▇▉▄█▆▅▆▇▅▋▅ ▊▋▌▇█▅▇ ▆▆▌ ▅▇█ ▄▆▄▅ ▉▇▇▆▍▉▅▄▌▄ ▊▉ ▉▍▋▇▇▆▋ █▋▅█▄▇▌ ▄▆▅▊█▍▅ ▄▋▋█▍ ▋▅▋ ▇▊▄ ▋▋▋▌█
1 Year Ago
Update: addding perf tests to GetWaterLevel/-s - Doesn't have cases that have water volumes, so slowest path not stressed in both cases On 1k locations batch version is 10x faster than serial(130micros vs 1.18ms) with no waves, with waves - 3x faster(3ms vs 9ms) Tests: not applicable
1 Year Ago
merge from main
1 Year Ago
Merge from main
1 Year Ago
Fix error because of OnValidate firing during gameplay
1 Year Ago
merge from crafting_update - (Molotov fireball has a sparking effect on players fix)
1 Year Ago
merge from graphics_settings_extra_tooltips
1 Year Ago
merge from crafting_slots_rolls
1 Year Ago
merge from beehive_hammer_pickup_hotfix
1 Year Ago
merge from bee_occasional_fire_fix (what a bug)
1 Year Ago
merge from bee_nuclei_grade_fix
1 Year Ago
merge from ragdoll_squeezing_fixes
1 Year Ago
merge from amd_dlss_crash
1 Year Ago
set rustige egg g steam sitem.asset to retired-nocrate-notrade and updated manifest
1 Year Ago
refreshing terrain blend textures of jungle ruins - they are correct but somehow were not applied in procmap
1 Year Ago
strangler fig color and transmission tweaks in situ
1 Year Ago
merge from alt_food_stacking_rule
1 Year Ago
merge from cookingworkbench_fix
1 Year Ago
merge from mixing_table_ui_fix
1 Year Ago
merge from harvesting_tea_fixes
1 Year Ago
merge from master_swarm_not_dying_fix
1 Year Ago
merge from checkeggdrop_nre
1 Year Ago
merge from explosiveammofix
1 Year Ago
merge from fix_start_looting_nre
1 Year Ago
Fix NRE causing players to get kicked when they loot an empty loot container in primitive
1 Year Ago
First set of refinements to the rest of the slash details
1 Year Ago
Improvements to impact effects to alow non uniform scaling. Applied to some standard hit effects with greater variety in rotation and scale https://files.facepunch.com/ianhenderson/1b0711b1/Photos_5N3eHM2sXK.jpg
1 Year Ago
Fix master swarms not killing themselves after a period of time without a target
1 Year Ago
Harvesting tea now applies when gutting fish (will only affect the meat parts, not the bonus chance items like cloth, flares, bullets, etc)
1 Year Ago
Fixed harvesting tea accidentally applying 1.5x the resources, should be 0.5x Fixed UI displays, is now in line with other harvesting teas
1 Year Ago
Fixed harvesting tea not applying to every resource when harvesting
1 Year Ago
Possible alternate spoiling food stacking rule: add server.normalisedFoodSpoilTimeStackThreshold convar If both food items have a normalised spoiling amount greater than this convar, they will be allowed to stack Default to 0.9, meaning that raw meat can be stacked in the first 36m of it's life and cooked meat can be stacked in the first 2 hours (and change) of it's life When food stacks like this the more spoiled item takes priority so some life will be lost from the fresher meat Should help some unfotunate stacking side effects when harvesting meat
1 Year Ago
Merge from main
1 Year Ago
revolver skin description fix
1 Year Ago
▌▊▌▉▆▊▊▇
1 Year Ago
Possible fix for CheckEggDrop NRE
1 Year Ago
Optim: replacing GetWaterLevels hot path with burst jobs - Converted some internal NativeArrays to persistent, lazy growing ones to reduce allocation overhead On a 25 player case shows a 25% improvement/5micros, though the sample size is too small(not enough players to check). I need a good way to test this at larger scales, or these 5min waiting times will murder me. Tests: ran unit tests, ran staging demo multiple times, water checks counters in the expected range.
1 Year Ago
Bugfix: properly access count from CoarseQueryGridBoundsJobIndirect Tests: ran unit tests
1 Year Ago
Updated layer for crocodile ragdoll
1 Year Ago
Porabola utils Incase I want to use it
1 Year Ago
Initial crappy curving logic
1 Year Ago
Texture streaming workaround (make sure it's disabled at startup under any circumstances until the graphics qualities are loaded, so it's at most only changed once from disabled to enabled, never from enabled to disabled)
1 Year Ago
Fix saves.singular localization string including its comment Fixed "flammable", "no" assigning wrong flag Minor cleanups Add min_use_angle for func_button from CS:GO Reduce which entities report the networked velocity clientside local player, MOVETYPE_FLYGRAVITY, MOVETYPE_FLY , players without MOVETYPE_NONE is the current list.
1 Year Ago
Added Rustige Egg G variant animations, set prefabs, item and steamitem