128,714 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Downscale claw decal textures, increase normal map intensity
                
                
                
                
             
         
        
            
            
            
                
                Added some tooltips to hive info
                
                
                
                
             
         
        
            
            
            
                
                chicken coop progress 
refined materials, renamed
UV2 ao - lookin' juicy
                
                
                
                
             
         
        
            
            
            
                
                initial grid setup
- common job-friendly QueryGrid structure that also replaces the checks made in WaterVisibilityGrid, they would still need to be followed up by physics queries though
- needs cleanup
                
                
                
                
             
         
        
            
            
            
                
                Update: WaterLevel.GetWaterInfos - replaced a serial GetWaterInfoFromVolumes call with a batched one
- should save us time by parallelizing physics checks, if they do get used
This removes one of 2 "batch" TODOs in the method.
Tests: ran unit tests, some are failing - will fix next.
                
                
                
                
             
         
        
            
            
            
                
                Set dressing ziggurat monument continued
                
                
                
                
             
         
        
            
            
            
                
                Max shadow distance text change.
Added tooltip to shadow distance setting.
Budge -> Budget typo fix.
                
                
                
                
             
         
        
        
            
            
            
                
                Update: added batched WaterLevel.GetWaterInfoFromVolumes
- there's a number of inefficiencies - left TODOs to address later
Continuing to propagate batching support upwards, only got 1 level left to swap out a serial query with batched.
Tests: none, editor compile
                
                
                
                
             
         
        
            
            
            
                
                Limit how often the client can call the Discord friends lookup endpoint
Incrementally update Steam friends list based on persona state change events instead of polling every 15s
Still do polling when the friends list UI is visible to make sure it's in sync
                
                
                
                
             
         
        
            
            
            
                
                Further panel adjustments
                
                
                
                
             
         
        
            
            
            
                
                merge from iocounter_settarget_fix
                
                
                
                
             
         
        
            
            
            
                
                Fixed IO counter "set target" interaction description
                
                
                
                
             
         
        
            
            
            
                
                - New deployed beehive lootpanel (wip)
- New icons
- New stats (not linked up)
- Use input and output grids
                
                
                
                
             
         
        
        
            
            
            
                
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                Added packed mask setup for exterior zigg pipes
                
                
                
                
             
         
        
        
            
            
            
                
                Bump shadow cascades to four in max graphics preset
                
                
                
                
             
         
        
        
            
            
            
                
                merge from ballista_mountchaining_fix
                
                
                
                
             
         
        
            
            
            
                
                Update manifest, and change rUpdate manifest, and change ratio of trees markedatio of trees marked
                
                
                
                
             
         
        
            
            
            
                
                Disabled mount chaining on the ballista, fixes the climb interaction showing up when near a ladder
                
                
                
                
             
         
        
            
            
            
                
                skinned updated minicrossbow viewmodel mesh on vm rig and edited targetpoint and ironsight default point in viewmodel so the arrow shoots where expected when ADS
                
                
                
                
             
         
        
            
            
            
                
                Removed some redundant settings, exposed extra ones in UI.
                
                
                
                
             
         
        
            
            
            
                
                Have tiger mark the trees in their territory with their claw, serving as an early warning for players
                
                
                
                
             
         
        
            
            
            
                
                Updated the deferred indirect lighting additional flags buffer to be cleared via a compute shader
                
                
                
                
             
         
        
            
            
            
                
                fixed gibs import settings
                
                
                
                
             
         
        
            
            
            
                
                Update: Added batched version of Vis.Components 
Still  building up to engage it as part of main parallel logic. Also still need to cover with tests.
Tests: compiles in editor
                
                
                
                
             
         
        
        
            
            
            
                
                - Missed file settings
- Lootpanel changes
                
                
                
                
             
         
        
            
            
            
                
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                Fixed testrunner.gettestlist command not working in builds
testrunner.isbusy now returns a proper json
                
                
                
                
             
         
        
            
            
            
                
                Some minor optimisation to Tree addition spawning
                
                
                
                
             
         
        
            
            
            
                
                Icon setup
Deployment progress
                
                
                
                
             
         
        
        
            
            
            
                
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                merge from playerlights_culling_fix
                
                
                
                
             
         
        
            
            
            
                
                Fixed AmbientLightLOD fading on and off when near culling distance
Prevent redundant fade invokes
Added a small buffer to prevent rapid toggling when the light is near its culling distance
                
                
                
                
             
         
        
            
            
            
                
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                - Proper deployed beehive guide mesh
- Proper deployed beehive item icon
                
                
                
                
             
         
        
        
            
            
            
                
                - Setup proper despawn rarities
- Remove from loot tables
                
                
                
                
             
         
        
            
            
            
                
                Set ceiling light AmbientLightLOD as dynamic
Make sure the light parent gameobjects are disabled by default so they're not added and instantly removed to the lod grid