117,249 Commits over 3,987 Days - 1.23cph!
Texture streaming workaround (make sure it's disabled at startup under any circumstances until the graphics qualities are loaded, so it's at most only changed once from disabled to enabled, never from enabled to disabled)
Added Rustige Egg G variant animations, set prefabs, item and steamitem
fixed stables scrap refilling way too fast
fixing missing rad exposure ceiling ( 50 )
- save thrown from position
- handle save till return
- setup shared stuff (used for prediction later)
- code cleanup
Adjusted bounding box again
merge from graphics_streaming_on_all
Fixed an issue with converting linear textures to sRGB when creating a readable copy
Merge: from erosion
Bringing across TerrainMap NativeArray conversion that I need for my batch checks
Tests: reran TerrainMap tests
Merge: from main
Aligning with erosion branch parent CL
Tests: none, no conflicts
Update: added GetTopologies jobs for TopologyMap
- Also covered with tests
- Sprinkled [WriteOnly]/[ReadOnly] attributes into jobs
- Fixed constant string allocation in tests
Tests: ran unit tests
- increased speed
- debug command
- codegen
Impact effects now working on hit. Just search for the nearest bone and use that
More progress towards thrown boomerang generating effects. Correct material is now grabbed
Update: adding WaterMap height sampling burst jobs
- Also covered them with tests to validate output against non-job calls
Tests: ran unit tests
- Reduce bounds
- Add comments
Some attack hit 2 effects
Setup attack hit 2 properly
Can now melee things with the boomerang on left click
Re-order recipe list so new teas are next to previous ones
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Add missing harvesting tea to visual config for cooking workbench kettle.
- Use cached water depth when possible instead of recalculating it
- Make sure movement comp and anim comp "canSwim" variable can't get out of sync
environment AO maps import options changes, material adjustments
Disabled the post processing trigger on the explosive ammo additive prefab.
Fixed docile bees around hives inheriting unwanted nested prefab elements, including that one giant fat bee.
Fixed beehive nucleus grades not being registered properly on vendor listings
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- ▆▉█ ▋▊▉▋▄▋▊█ ▊▇▄▇▉ ▍▅ ▅▋▋▉ ▉▍▊▇▇▍▍ ▄▅ ▄█ ▊█▆ ▉▌▍██▊▅▅▍ ▇▋▉▄ ▅▌▍▉▆▅ (▊▍ █▅ ▆▅▌ ▅▊█▇▆▋▉▅▄▅ ▆▊▆ ▄▇█▄ ▆▉▌▍▌▅ ▅█▅█ ▋▆▄▋▊ ▇▊ ▉█ ▊▉▅▄▍▌▅▋ ▋▍▄▄▆)
Merge: from terrainmap_nativearray2
- Fixed a bug of invalid reinterpret
Bringing across my tests since we're both working on the same thing.
Tests: ran the new tests
watertight door hatch col
watertight hatch material adjustment
watertight hatch door and frame
TerrainMap uses NativeArray instead of managed
Blowpipe idle/ADS update for view model and third person
Add: covering TerrainMap public api in tests
Prep for switching over to NativeArray
Tests: ran the new tests
merged from Easter2025 (lets not use this one anymore)
Updated textures and materials for the rustigeegg g variant
Added information for warming and cooling tea modifiers to consumable information panel.
Added support for affixes to ItemTextValue.
merge from disable_premium
Force server premium toggle to off, fixes clients getting kicked for invalid auth after 60s
Fixed existing preimum servers appearing with a lock icon
merge from hopper_power_fix
Disable client side checking of premium status
Disable server side auth of premium status
Hide premium filter in server browser
Hide premium tag on servers in server browser
Fix croc sometimes ending up with permanent Y rotation offset
Fix long standing bug with mixing table UI sometimes not enabling the mix button for valid recipes on first use.
Add foliage debugger to find inconsistencies, fix splat and biome map sampling, adjust cpu coarse culling to avoid issues, remove instance data padding now placement is more consistent
More refactoring, entirely remove the Vine class
Vine mountable now tracks all state once spawned, isn't destroyed on player dismount
Provides much simpler client side vine visual management