121,269 Commits over 4,018 Days - 1.26cph!
More circular test bee particles
Two more ways to try and record a players water level for more accurate Bee Behaviour. Use water factor, time since last water splashed and wetness values to try and get a decent view of a players water behaviour
Hazmat suits and wetsuits now stop the player from getting wet when water is splashed on them
Removed ItemInformationPanel.EligableForDisplay warning log
Swapped one hack for a different cleaner hack when handling bee sting damage
flameexplosive_effect_alignment_fixes -> main
Fixed Flame Explosive splash effect not listening to normal alignment
merge from horse2_fixes/handling
Fixed horse head motion going crazy at low framerates
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merge from horse2_fixes/handling
Fixed horse steering tip never stopping from showing up
Steam stat was not properly incremented
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Fixed DLSS server compile errors
Merged DLSS/DLAA AMD crash fix into main
Updated MenuUI.Options.Graphics prefab to have DLAA again and added a script that disables DLAA and DLAA when they aren't supported
tiger ledge attack reexport with no vertical movement
Merge from fast_debug_draw (expand character set)
Expand character set of fast debug draw to all of ASCII and some useful characters from CP437
- Better fix for tiger behaviour ping pong
- Further experimental changes to fsm declaration style
tiger ledge attack rootmotion bone now aligns with the hip bone throughout the animation
- Updated the DLSS plugin to include a hardware support check.
- Added a script to the DLSS and DLAA options in the MenuUI.Options.Graphics prefab to disable them when DLSS ins't supported.
reverting flashbang anim controller change
- added asset folders
- added viewmodel blockout to viewmodel prefab
Adding first pass chicken reaction animation
merge from flamejet_optimisation
Make sure to exclude flamethrowers from the FlameJet changes on
113874
- Fix tiger going back and forth between slow sneak and fast sneak states
- Introduce shorthand notation for FSM transitions through logical operators overload
- Remove unused states
coarse query grid split into upper and lower slices, avoiding tunnels flooding the map
- trigger bounds that cross theshold are represented in both
- only queries that cross theshold query both grids
- using initial caves network visibility threshold to separate as eliminating tunnels from the main above-ground usage is the main goal here and this works well for that
- increased cell size again, more granularity isn't needed now
More work on jungle ziggurat monument
revert_sprinkler_amount -> main
fix server build (IndirectUtil)
fix server build (FastDebugDraw)
hopper, beehive 4k textures and materials
use world size for coarse grid sizes rather than arbitrary upper limit, reduced cell size for more precision
updated chicken coop deploy prefab
ghost_sprinklers_fix -> main
chicken coop LODs
coop hatch custom mesh collider
Tie sprinkler on/off state to consumption amount
Merge from fast_debug_draw
Fix for right forearm issue on eating pie animation
Fixed single plant pot pickup and repair pointing to large planter