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140,404 Commits over 4,536 Days - 1.29cph!

Today
Updated the GBuffer pass to use the new render graph raster pass API
Today
Crystal AR - texture updates
Today
fix merge
Today
Merge: from main - some bits were manually resolved, will need updating menu prefabs
Today
Updating glass ak world model rig
Today
Downgrade bradley "Returning default interest zone" error to warning
Today
Crystal AK - updated worldmodel mesh with more realistic pieces
Today
Merge from main
Today
Sheep and lamb ragdolls
Today
Calf corpses
Today
A few more tweaks to the ragdoll copier to save some clicks Bull ragdoll
Today
Cow ragdoll joint improvements
Fix arrowheads being missing when equipping a pre-loaded crossbow
Today
Compile fix
- Split logic into a seperate .Prediction file - Revert RIgidbodyInfo (not needed anymore) - Move a bunch of bake processing into DoPrepare - Send client simulated projectile at animator speed by sampling last few animator frames - Add support for flares/molotov effects - disable the real entities effects
Today
merge from render_pipeline_testing
Today
fix RRP having been force default enabled
Yesterday
- Add a cooldown to the livestock flee trigger so one hit cannot re-fire it through randomIdle or chargeRun - Back off strayed-from-mother and strayed-from-herd for 15 s after a failed walk back - Require a reachable trough or barrel before it wins over grass or shore - Add RegroupSearchRadius so cows can find a herd further than the stray distance - Only send a staggered bull into flee when the hold-ground rule says he would run - Sample two rings and take the nearest spot in the grass and water searches - Record herd distress only when there is an attacker, and spend it on the first charge - Back off the mate search when nobody is found or the female is unreachable - Throttle the shore search after a miss, mirroring the grass search - Collapse graze and drink into shared consume transition and state classes - Share one speed ramp helper across follow, consume, mating and return walks - Add IsHerdMate, IsDependent and a centred FindNearestDependent, and use them everywhere - Wrap the remaining client-compiled FSM members in #if SERVER
Yesterday
Machete first pass refresh anims
Yesterday
sea turtle idle and swim animation
Yesterday
Deploy guides for the 21 heaviest guideMesh deployables switched from LOD0 to LOD1 in the Deployable component, guide tris 209,286 -> 89,540. Furnaces, computer station, lab chair, barrels, kayak, piano, medieval box, jukebox, scarecrow, purifier, repair bench, water catcher, fish trap, table lamp, hazmat plushy, standing mirror.
Yesterday
Fix cows not fleeing sometimes, add tests for bull and cows behaviour
Yesterday
Optimised Small_Engine and SteeringWheel_Tier2 deploy guides. Small engine guide now uses LOD2, tris 23699 -> 5288 Steering wheel guide combined into one mesh from the LOD1 base and wheel, renderers 2 -> 1, guide draws 2 -> 1, tris 11162 -> 4929
Yesterday
Use weapon recoil values to drive haptic rumble duration/strength
Yesterday
spotlight tripod guide combined into one mesh and one renderer. Renderers 4 -> 1, guide draws 4 -> 2, built from the LOD1 parts so 7.6k tris -> 3.8k looks exactly the same
Yesterday
Fix super fast acceleration on cows and sheep
Yesterday
Crystal AR glass material tweaks
Yesterday
tier 3 workbench guide combined into one mesh and one renderer. Renderers 3 -> 1, guide draws 3 -> 1, built from the LOD1 parts and tidied in blender so 7.1k tris -> 2.9k, on the shared guide_opaque material
Yesterday
Bull can kick and charge, protects the herd and moves between you and them. Can play toreador with the bull like with the croc. Herd sticks together when in danger instead of scattering. Fix cows decelerating instantly.
Yesterday
wind turbine guide combined into one mesh and one renderer. Renderers 4 -> 1, guide draws 20 -> 8, rebuilt from the LOD1 parts in blender so 20.9k tris -> 8.2k
Yesterday
Codegen
Yesterday
further optimisation to the boat building station guide mesh guide draws 9 -> 2
Yesterday
Quick rumble/haptics test using a reflection hack for now
Yesterday
merge from render_pipeline_testing (various fixes)
Yesterday
strip all the blending shit, idle just works
Yesterday
hook up igniting/throwing for flare in 3rd person, offset the spawn position of flares
Yesterday
First attempts at spawning predicted grenades at the hand prop position and lerping to the centre of the screen so grenades don't come out of our mouth
Yesterday
Exposed more client commands to be called from the server: - admin.admintime - admin.adminlight - admin.adminreflectionmultiplier - admin.adminambientmultiplier - admin.underwater_effect - admin.underwater_cinematic - admin.underwater_scatter - admin.woundedfreecam - admin.disable_clouds - admin.adminclouds - admin.adminfog - admin.adminwind - admin.adminrain - admin.overrideOceanEnvironmentLerp - global.god
Yesterday
don't do RRP motion blur outside play mode or in non-game view
Yesterday
fix water caustics and contact shadows not working with deferred+ in RRP
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
Merge from analogue_steering
Yesterday
Added analogue accelerate/brake support. Mapped to triggers for driving control set. Mapped horn and swap seat buttons/binds. Don't steer when in UI. Updated VDFs.
Yesterday
Marked as saved to config: - espcanvas.MaxNameplates Exposed EspCanvas client commands to be called from the server: - espcanvas.NameplateAutosize - espcanvas.NameplateAutosize_Falloff - espcanvas.OverrideMaxDisplayDistance - espcanvas.DisableOcclusionChecks - espcanvas.ShowHealth - espcanvas.ColourCodeTeams - espcanvas.UseRandomTeamColours - espcanvas.ShowVoip
Yesterday
fix broken frosted glass
Yesterday
Generate and connect animation montages, add hurt and death behaviours + anims
Yesterday
merge from main
Yesterday
clean up animators after removals
Yesterday
add different sleep cycles for critters - rabbits are crepuscular, squirrels diurnal, and bullfrogs don't sleep (bc apparently thats (kinda) a thing)