117,386 Commits over 3,987 Days - 1.23cph!
- 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
▊▆▌▍▆ ▌▍▋▉▍▆█▉ '█▍▄ ▄▊▆▋▋▆' ▆▄ ▍▊▉▊▉ ▌▌ ▍▉ ▅▊▋ ▇▉▉▄█ ▋▄▋▊ ▋▆▋▄▇▊▆▄ ▄▆█▍ ▌▍▊ ▇▇▅▋▅▆▌▇▌ ▆▊ █▄▆▆▍▆█
- ▇▅█ ▋ ▊▅▅ ▊▍█▍▅▋▉▉ ▌▋▅▉▆▊ '▇▌▌▍_▌▋▆▅▌▋' ▆▆▉ '█▌▆▉_▊▄▉█▇██▊▉' ▄▌▆▉ ▅▇ ▍▌▄▇▉▌▋█▍█ ▄▋▊▍ ▅▄ ▋▊▅█▉ ▋▅▍█ ▇ ▆▇▊▇ ▍▇▊▌▇▋██▊ ▋▍ ▊▉▄ ▆▋▌▋▇▄ ▄▉▇▊▌▅▊▄▌
- ▆▉█ ▋▊▉▋▄▋▊█ ▊▇▄▇▉ ▍▅ ▅▋▋▉ ▉▍▊▇▇▍▍ ▄▅ ▄█ ▊█▆ ▉▌▍██▊▅▅▍ ▇▋▉▄ ▅▌▍▉▆▅ (▊▍ █▅ ▆▅▌ ▅▊█▇▆▋▉▅▄▅ ▆▊▆ ▄▇█▄ ▆▉▌▍▌▅ ▅█▅█ ▋▆▄▋▊ ▇▊ ▉█ ▊▉▅▄▍▌▅▋ ▋▍▄▄▆)
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
Draw debug arrows for vines
Move responsibility for storing destinations to the Vine, not the LaunchPoint
Vine now tracks if it is at it's start location or a destination, when at a destination can only swing back to origin
music loop import setting change
cargo ship rustige egg music loop
Add `loadclipboard` and `saveclipboard` commands
Added a unique description token to the Lead armor insert.
It was sharing the same token as the Asbestos armor insert from the looks of it.
Fixed fridge power light going off when being reskinned
Added a new "IgnoreSkinReplacement" tag to opt out renderers from the skin system
Allow `copybox`, `copyradius`, `copybuilding` and `paste` to skip name parameter to act like it's using a clipboard by using the filename `clipboard`
Remove duplicate attempts to load ItemDefinition in Item.Load() to a single attempt
Move check for invalid ItemDefinition to the top of Item.Load() instead of halfway through it
Continuing WIP of lil zig
Set Incapacitated player flag to false when respawning
Fixed max health hardcoded to 100 in BasePlayer.MaxHealth (no gameplay change)