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126,618 Commits over 4,109 Days - 1.28cph!

5 Months Ago
Set item ownership to keycards that are picked up
5 Months Ago
Add item ownership when animal head is beheaded with a skinning knife
5 Months Ago
Set item ownership for resources that use RandomItemDispenser instead of ResourceDispenser
5 Months Ago
Add item ownership when collectible is picked off the ground
5 Months Ago
Add item ownership for items produced when car is shredded
5 Months Ago
Add item ownership to plants harvested
5 Months Ago
Fix item ownership not applying to finishing bonus
5 Months Ago
Set item ownership of photographs taken by the camera
5 Months Ago
Set item ownership of cassette tape to the player who made the recording
5 Months Ago
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5 Months Ago
Add ownership for gifts that are wrapped
5 Months Ago
merge from main, fuck fuck Plastic or whatever we call it now..
5 Months Ago
Try without merge tracking, ignoring subtractions
5 Months Ago
Untangle bad merges - maybe
5 Months Ago
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5 Months Ago
Only show the repair UI to the corpse owner Changed softcore gamemode convars
5 Months Ago
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5 Months Ago
Cooking table progress
5 Months Ago
added and updated some crocodile animations
5 Months Ago
Seed variants for sunflower, rose and orchid
5 Months Ago
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5 Months Ago
Added correct data path and log path when checking for DLSS support
5 Months Ago
merge from fast_debug_draw (fix shader on metal)
5 Months Ago
Update: ServerDemoPlayer - report errors if failing to find entities Need to verify if my previous changes are working in more complex scenarios. Tests: none, trivial change
5 Months Ago
fast debug draw: skip geometry shader on metal
5 Months Ago
experimentally routing calls to queries from a non-burst context to run a burst compiled job on the main thread and calls from burst contexts to directly run the code - uses a mixture of BurstDiscard and compiler hints to avoid compiling any branching into burst-compiled code - twice as fast than just burst compiling the function calls and calling it directly from managed/non-managed contexts - at least 10x faster for larger queries in worst cases (empty grid) and negligable difference for small queries
5 Months Ago
merge from main
5 Months Ago
Added some polygons to the cooking workbench liquid bottle that was looking a little PS2.
5 Months Ago
Update: FullServerDemo - detect full network ID range used in demo Replaces old invalid system of just reserving a constant chunk Tests: played back all demos that I have - all valid.
5 Months Ago
Add terrain blend layer to standard 4-way and packed mask blend, reduce terrain sampler slot usage
5 Months Ago
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5 Months Ago
Interior set dressing, tweaks to floor material in zigg scene
5 Months Ago
mauritia flexuosa M variant with LODs and billboard, materials initial commit
5 Months Ago
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5 Months Ago
Temporarily disabling DLSS/DLAA due to crashes
5 Months Ago
Update: FullServerDemo - support client RPCs for transient entities Implemented via an extra parse of demo stream, but should be okay since it's an editor-only process. Tests: Played the same demo where I collected wood - previously it quietly failed, now player got attributed resources.
5 Months Ago
Roadsign glove tweaks
5 Months Ago
Eye controller fixes
5 Months Ago
merge from main
5 Months Ago
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5 Months Ago
Continuing work on zigg scene
5 Months Ago
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5 Months Ago
Corpse inventory saving/loading Added workbench corpse
5 Months Ago
merge from terrain_ignore_grid
5 Months Ago
Added GibSimulator, tool to simulate gib physics in edit mode - helps creating container corpse prefab Not tied to Gibbable for now, still wip
5 Months Ago
Merge from main
5 Months Ago
Update: FullServerDemo - try to handle transient(not in the savefile) Entities - Record an entity snapshot once per demo chunk if sending specific messages - Positions, Flags, RPC(both server-sending and recieving) - DemoTransientEntities are not sent if we've sent an entity snapshot via Entities message during active chunk - Fixed not handling demo messages that can have 0 connections associated with it - Fixed incorrectly aborting on "unknown" message type when types are related to demo-specific messages. In theory this should allow us to avoid missing entities scenarios when playing back, which helps with determinism. But the server-recieving-RPC scenario needs more work - we record the transient snapshot after we recorded an RPC from the client, so I need to implement look-ahead in demo playback (or do what client demo playback does and index the demo). Tests: on Craggy in editor recorded a full server demo where I'm looting a wood-collectible. During playback it spawns, but doesn't get removed
5 Months Ago
Adding chicken lay egg animation
5 Months Ago
Merge from fast_debug_draw
5 Months Ago
Adding Hidden/DebugLine shader to always included shader list