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159,424 Commits over 4,597 Days - 1.45cph!

11 Days Ago
Update: reserialized all Sprite assets, part 6/N
11 Days Ago
Final nailgun adjustments
11 Days Ago
Update: reserialized all Sprite assets, part 5/N
11 Days Ago
Update: reserialized all Sprite assets, part 4/N
11 Days Ago
Update: reserialized all Sprite assets, part 3/N
11 Days Ago
Update: reserialized all Sprite assets, part 2/N
11 Days Ago
Update: reserialized all Sprite assets, part 1/N Tests: spot checked 10-15 metas
11 Days Ago
Double Barrel Shotgun - Added sights to worldmodel (long overdue)
11 Days Ago
Nail visual projectile tweaks.
11 Days Ago
Tweak on nailgun attack FX.
11 Days Ago
merge from main
11 Days Ago
Merge: from consolidate_onitemremovedfromstack - Bugfix: added missing invokes for OnItemAddded/RemovedFromStack Tests: unit tests + automated tests
11 Days Ago
Update: refresh server test list Tests: ran my new tests
11 Days Ago
Fix caboose lights missing their volumetric beams the first time you turn them on with the light switch Caused by AmbientLightLOD skipping the first faded toggle after an instant one
11 Days Ago
lamb sprint animation test
11 Days Ago
Fix LightGroupAtTime pooling bugs, caused caboose lights to become darker on reuse Cache authored light intensities once at the start, later they could be changed from their defaults when coming out of the pool
11 Days Ago
Bugfix: make sure we call onItemAddedToStack when using ItemContainer.AddItem Tests: unit + auto tests
11 Days Ago
Rework previous fix for entities that were forced dynamic due to being parented never resetting the flag when pooled New IPoolReset interface that Poolable calls when entering the pool to reset cached behaviours, instead of multiple GetComponentsInChildren in ResetState Also reset RendererBatch disabled flag set by parenting so that a pooled instance can batch again after reuse
11 Days Ago
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11 Days Ago
New targetting system for ai scientists: - Remembers locations of previously lost targets - Auto switches between visible players if it loses its main target - Ai scientists will keep attacking even if the target hides - More stable/fun overall
11 Days Ago
merge from cui_blur_fix2
11 Days Ago
Fixed allocations in SortBlurredLayers
11 Days Ago
Raised the UI blur capture limit from 4 to 6 per frame CUI blurs only take a capture of their own when they cover UI drawn before them CUI blur sorting runs once per frame instead of on every AddUI/DestroyUI
11 Days Ago
Merge from Wool_ArmourInsert
11 Days Ago
merge from main
11 Days Ago
Merge: cherry pick 169367 + 169368 from itemmanager_immediateremove Moves all onItemRemovedFromStack calls to Item methods (SplitItem, UseItem, MoveToContainer) Tests: auto tests
11 Days Ago
Unfuck merge
11 Days Ago
merge from scrap_king_building_skin - raised colliders on roof overhang
11 Days Ago
Copied over my item setup from woolarmorinsert. tech tree, crafting cost. - 20 wool to craft - 3 cold, 2 melee, 1 projectile protection - Tier 1 tech tree
11 Days Ago
Added renovation saw item/prefab/entity. Rennovation saw now shows cut track on construction. Saw follows track,emitting sparks and leaving a glowing trail. Visual progress matches timers. Setup placeholder cutting audio.
11 Days Ago
waterpistol_fix -> main
11 Days Ago
Fix waterpistol error during manifest generation
11 Days Ago
scrap king - updated roof bottom edge colliders
11 Days Ago
Per shadow split foliage culling test
11 Days Ago
Bugfix: fix potential cases of use-after-free related to ItemModConsumable.DoAction Tests: consumed berries, water, flask (discovered new source of issues >.>)
11 Days Ago
merge from main
11 Days Ago
Update: test list export Tests: none, trivial change
11 Days Ago
Update: standardize ItemContainer.onItemRemovedFromStack calls - added auto test for storage monitor Removes a blocker for immediate item removal logic (and saves us headaches in the future) Tests: auto tests
11 Days Ago
11 Days Ago
merge from fruit_trees
11 Days Ago
exported test anim for seagull land
11 Days Ago
S2P All tropical islands, both ranches, outpost, sat dish and apartment complex. This fixes those scenes using older versions of the apple/coconut trees.
11 Days Ago
Add SocketMod_Renovation Reno device can be deployed, successfully changing wall to door after a duration.
11 Days Ago
merge from main
11 Days Ago
Fix beehive.natural kill warning. Removed apples from oak_d. Increased apple spawn chance on oak_e to 50% to compensate.
11 Days Ago
merge from socialmenu_perf_fixs
11 Days Ago
Virtualised the friend sections so we don't have a ton of prefab instantiated Changed the friends name sort to ordinal ignore case 1000 friends rebuild, menu opened: ~159ms -> ~14ms
11 Days Ago
Subtract current wind swaying implementation for the apple trees. Going to explore doing this with a shader in the future instead as the current implementation can be expensive.
11 Days Ago
update from main
11 Days Ago
more keyframe code cleanup