198,650 Commits over 4,140 Days - 2.00cph!
Hooked up the idle offset on the chicken breathe anim so all chickens don't play their idle in sync
Fixed missing chicken attack sfx
Fixed NRE when transferring water to a chicken coop while walking away
Fixed tutorial chickens dropping eggs
copy more source mesh vertex columns, add saving of baked texture
merge from planter_stacking
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Simplified FX for WM/Entity
Deployed, ent and worldmodel.
Fixed missing outline.
Fixed - Prevent planter half height stacking
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merge from crafting_update
merge from hopper_protection
Updated hopper protection and health
Updated hopper crafting
Remove workbenches from loot table
merge from crafting_update
merge from Item_Descriptions_update
merge from premium_servers
missing/incorrect descriptions for tea, pie, inserts
couple missed minor tweaks to chicken petting sound defs
chicken coop sounds
egg handling sounds
chicken petting sounds <3
add occlusion to visual cooking sounds
kettle boil sound tweaks
natural beehive impact sound
beehive deploy/open/close sounds
Finish description of sv_maxvoicepacketsperframe
Uncheat sv_player_usercommand_timeout and default to 0.5
0.5 is the value GMod originally had
Add sv_player_usercommand_timeout_lastcmd default to 1. Rerun the last command instead of a null command. This was the previous behavior.
bee swarms are more quiet
no occlusion on natural beehive ambience
Updated female heads with Jedd's updated skinning
submesh/multiple material support
Fix premium tag having to be clicked twice to open premium modal
Include 2 more background images for the premium modal
Fix premium tag offset vertically in loading screen
Remove `premiumfilter` test convar
Merge from crafting_update
Fix for pie visual config not being applied when first person spectating/demos.
merge from main -> premium_servers
Merge from fix_texture_streaming_2
Disable mip map streaming early to prevent Unity from loading textures at a lower resolution
Update: Replace old TextTable with new
- Also did a light convert of `GetPlayerListPosTable` - it was able to handle 300 players instead of 200 in 4.7ms
- Updated ServerProfiler to exclude new System.Text.Json assemblies (and a couple extra bits) - built from f5b849e4
Tests: synthetic test in editor via constantly running getplayerlistpos command for 300 players, built server and client standalones(win64), booted server standalone
re-set up ADS (base idle will be udpated to be lower & to the side)
Fixed LODs of debris not being mossy. Set dressing in zigg scene.
Fog machines now cache the building privilege they're attached to, like shotgun traps and co
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- Remove anim speed scaling on croc
- Increase melee range, interrupt intimidation if prey moves too far away
Clean: remove extra comments and finish TODOs
Just gotta swap out the implementations and test it all builds/runs
Tests: ran tests
- fixed issue with not seeing materials in-game
- re-exported base rig in A pose
- exported with viewmodel arms material, importing embedded material now works
- removed dart meshes from export (already in .viewmodel prefab)
- removed unnecessary v_blowpipe model prefab