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154,247 Commits over 4,536 Days - 1.42cph!

Yesterday
bump up max ik distance
Yesterday
fix merge whitespace issues + nuke old comments
Yesterday
Created creamy and milky versions of all pure teas In most cases the creamy version increases the effectivess of a tea and decrease the length (creamy pure ore tea increases ore yield 0.5 -> 0.65 and decreases duration from 30m -> 24m) Milky versions of teas just increase the duration (milky pure ore tea 30m -> 45m) Both versions carry through their calories and hydration values into the tea Some edge cases: pure milky healing tea default is 75hp over 30s, creamy is 97hp over 20s and milky is 112hp over 45s Didn't make creamy version of crafting quality tea, it would result in 100% guaranteed chance of armour slots Placeholder (ish) icons for all of them
Yesterday
Merge from main
Yesterday
Milk mechanics first pass Milk now has a skim interact option, becomes available after 4 hours in a refrigerated container Converts the milk into two items - skimmed milk and cream Skimmed milk has half the calories, 80% of hydration and half the health Cream has half the calories, 20% of hydration and gives +50% health
Yesterday
Merge from market_terminal_power_fix
Yesterday
Remove failing icon test for marketplace terminal, no longer needed
Yesterday
jellyfish movement shader and tendril lag script
2 Days Ago
- Apples have a very small chance of surviving (10% chance) if you dont harvest them before harvesting the tree (coconuts will have a much higher chance of surviving) - Removed the chance of fruit to fall when hitting a tree - Natural beehives will still always spawn honeycomb + the swarm when fully harvesting a tree. This behaviour remains unchanged
2 Days Ago
Adding new sheep animations
2 Days Ago
Apartment complex set isSafezone to true, fixes not seeing hostile warning when close Remove BlockPlacement tag on prevent building, fixes "too close to apartment complex" construction error not working Remove unused chinook drop zone
2 Days Ago
Fix compile
2 Days Ago
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2 Days Ago
merge from fix_recursive_log -> main
2 Days Ago
- fix InvalidOperationException from iterating through connections while closing socket - prevent extra error messages from being logged after a connection is closed as the connection is kicked after any exception
2 Days Ago
Junkyard loot room
2 Days Ago
merge from critter_animals
2 Days Ago
Add haptic feedback toggle to gamepad options UI
2 Days Ago
squirrel prefab and animator updates with split idles
2 Days Ago
remove sleeping from critters, most are active during the night anyways and saves some extra time
2 Days Ago
Codegen
2 Days Ago
disable all of rabbit interest, taking up queue budget
2 Days Ago
Apply haptic feedback branch/shelves.
2 Days Ago
made ladder hatches skinnable, set up open/close script on them for workshop, will need screenshot code fix and also replacing with new art
2 Days Ago
merge from render_pipeline_testing
2 Days Ago
merge from main
2 Days Ago
fix player eyes in player preview applying fog from the main camera render in RRP
2 Days Ago
population changes
2 Days Ago
turtle spawning fix
2 Days Ago
Restored beehives to oak_b,c and e. oak_e has 100% chance to spawn beehive (just for testing)
2 Days Ago
Add tests to prove the threaded logging system is still working with the new fix
2 Days Ago
Add 10k queued log message cap & prevent exceptions thrown while sending messages to RCON from being logged to RCON itself - unity already protected against main thread log callback calling invoking the callback recursively but we need extra protection for RCON
2 Days Ago
integrate new frog anims, with randomness factor for different jump types
2 Days Ago
Update gamepad_configure to call the new ShowBindingPanel from the FP.Steamworks DLL so we can finally call the Steam input gamepad config screen without a hack.
2 Days Ago
Merge: from main
2 Days Ago
Merge from fp_steamworks_more_gamepad
2 Days Ago
Merge from main
2 Days Ago
New automated test checking worldmodels don't have too big of an offset within them, which can cause the worldmodel outline to disappear when the outline visibility origin is too far outside its collider (was recently an issue with the ladder) Fixed 8 problematic worldmodels
2 Days Ago
merge from automated_testing
2 Days Ago
merge from customvitals_noise_fix
2 Days Ago
Fixed the custom vital template not having the background.tile sprite assigned, missing its texture - it now matches with the rest of our vitals
2 Days Ago
NMS loot room Launch site room fix
2 Days Ago
merge from sv_clientadmin_exposures
2 Days Ago
Exposed weather.load and weather.reset to be callable on the client from the server Codegen
2 Days Ago
Built new FP.Steamworks dlls with vibration/haptic feedback support and the ability to show steam input gamepad binding screen.
2 Days Ago
Merge: from ui_store_slim_ram/blurhash - New: HttpImage now know how to render blurhash images as loading placeholders Tests: navigated through store
2 Days Ago
Bugfix: if httpimagedelay expires, use results of first request that completed Tests: navigated store with httpimagedelay 10 and waiting till it expired
2 Days Ago
Update: generate blur textures of matching aspect ratio to original image Tests: inspected store with httpimagedelay
2 Days Ago
merge from main
2 Days Ago
Turn in place: chest-led rotation, 45 degree steps, head IK toggle player_model.prefab - head Gain 1.6->0.5 / Max 30->9.1, chest Onset 14->0 / Gain 1.0->2.2 / Max 20->28, TurnSpineLowerShare 0.45->0.85: the chest now carries the aim from the first degree of offset instead of the head absorbing ~19 degrees first, which is what caused the gun/aim disparity. PlayerModel.Turn.cs - turnminstepangle default 90->45: only the 90 clip was reachable so every commit swung a full 90 regardless of need, and this also drops the re-commit stability floor from 45 to 22.5. PlayerModel.Ik.cs - added pm_headik static (default on, no behaviour change) to disable the head look IK, which proved the head/gun misalignment and idle/ADS snap come from the IK rather than the animation export. DevTurnTuner.cs - on screen Head IK button plus L hotkey so that toggle is reachable in play without the console.