reporust_rebootcancel

156,606 Commits over 4,566 Days - 1.43cph!

Yesterday
Update rust native libraries for all platforms
Yesterday
- Make recessive genes factor in the buy price you get with the NPC - Make the buyer NPC comment on hidden bad genes / inbred cows / true god cows with good recessives - Hint at recessive genes in the genes UI
Yesterday
Fixed misconfigured raiding tests failing after the triangle splash bug fix
Yesterday
merge from animalfootsteps_optims
Yesterday
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Yesterday
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Yesterday
merge from optimize_spawn_distribution_simple -> main
Yesterday
merge from main -> softcore_tc_limit/map_icons
Yesterday
merge from render_pipeline_testing
Yesterday
fix RRP missing pixelation censorship size override + fov logic
Yesterday
Fix TCs being sent to you when on tutorial island Fix TCs on tutorial island being sent to you (if the island isn't instantly cleaned up)
Yesterday
Fix other map views (MLRS, vending, etc) showing TCs on it
Yesterday
Set rabbit animation events culling range to 20
Yesterday
Added AnimatorEventLOD component, disables animation events past a distance Applied to all animals, 100m for most, 20 to 60m for critters For 10 wolves roaming 150m away, all events are now off: 339 B -> 0 per frame Animation update ~0.05ms per frame cheaper
Yesterday
Only create the sound fade modulator once the sound starts fading, saves the allocation for sounds that never fade So we never pay useless modulator allocation
Yesterday
Remove distinction between adults and calves for needs, take into account unborn calves to decide whether to breed or not, to check if we hit the cap (open ground, was already done for in pens)
Yesterday
Prevent old animals (bears, stag, boars, chicken) from sleeping, it looks like they are dead then jumpscare players Fix old animals not running away when shot at a distance Fix bears roaming at high speed
Yesterday
Fix livestock potentially not breeding / eating, is 3 mates / troughts are closer to them but unreachable, even though they have another mate / trough in the pen
Yesterday
merge from render_pipeline_testing
Yesterday
- update water bodies to use RRP renderer lists, much more efficient especially if lots of water bodies are being rendered - store separate list of water bodies with a material blend to avoid looping over all water bodies to update just those every frame
Yesterday
Fix TC label on map able to get a delete button if a network update happens when the map is open and the sleeping bag buttons shuffle
Yesterday
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Yesterday
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Yesterday
Don't build quadtree for spawn distributions that feed in a zero length array
Yesterday
FSM now binds all state / transitions "owner" on the first SetState, instead of lazily
Yesterday
Reimplement the tile based version of spawn distributions without the additional optimizations on top - still saves a large amount of memory (700MB vs 780MB before)
Yesterday
Fixed an issue with the setting up the camera properties
Yesterday
pt_boat_turret_rewrite -> turret_viewmodel
Yesterday
pt_boat_turret_rewrite -> main
Yesterday
Reapply livestock petting on new branch Fix rotation not using the agent
2 Days Ago
merge from threaded_error_cleanup
2 Days Ago
Ensure the empt flag works
2 Days Ago
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2 Days Ago
Update Fleck (788a13c) Fixes ObjectDisposedException spam
2 Days Ago
merge from main
2 Days Ago
merge from storageboxbounds_fix
2 Days Ago
merge from rocket_ragdoll_fix
2 Days Ago
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2 Days Ago
merge from triangle_block_isvisible_fix - stops splash damage being applied to triangle floors and frames through walls in some cases
2 Days Ago
Fix new navmesh stalls on main thread: - build ghost ships async - allow splitting work with more granularity to stay under the budget, else a megabase navmesh tile can go way over, we need to split individual colliders of a tile - cache ToBaseEntity, as it's expensive
2 Days Ago
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2 Days Ago
Make cows more intuitive and clear: - simplify cow ownership, you buy a cow it's yours, it eats at your trough it's yours now, no bond needed (only for leading), nobody can steal a lead from the owner, cows with no owner can't breed - UI shows owner - cows don't die from old age anymore, crowding is the only death, starved animals lie at 1 hp and get up when food is available again - cows can buffer up to 3 charges of milk to reduce micromanagement - UI shows milk cooldown / charges - overgrazing mechanic removed, replaced with simple grass need (it just checks if each cow has at least one foundation worth of grass in the pen) - cows can eat any food a horse can - if all fails, cows will teleport food from the trough to their belly (should be rare, just to prevent cows blocking other cows from eating despite the queue system) - UI shows pregnancy status, father, remaining time, cooldown after birth - UI shows how long the food / water in the trough will last given the number of cows using it (both on the trough UI, and on the cow UI) - cow names are not picked based on the server players language, but on the cow owner language, wild cows have no names and get one with their first owner (you won't have herds of foreign cows with names you may not be able to read, unless you steal them) - separate frame budgets for scientists, animals and livestock: too many livestock can't slow down scientists and animals anymore, only slow down livestock on the server - (in another previous changelist) personal space is same for all cows in herd, it doesn't fluctuate unless barn changes - (in another previous changelist) free range cows stop breeding when herd size reaches 9 (no crazy outbreak after leaving 2 cows outside)
2 Days Ago
- Fix PT turret ammo refilling on restart (caused by rewrite) - Fix toast being removed - Fix being able to show reload animation for other types of ammo - Fix reload animation playing after dismounting mid reload
2 Days Ago
Fix cows clipping through walls, causing their head to stick out of buildings
2 Days Ago
Add ObjectDispatcher wrapper
2 Days Ago
Small Random Room B - Generic - WIP
2 Days Ago
Updated RRP to use the new RenderGraph API
2 Days Ago
vending_ui_fixes -> main
2 Days Ago
Fix 'add sell order' exceeding stack size
2 Days Ago
Fix always showing 1x when hovering over things in the vending ui