reporust_rebootcancel

158,447 Commits over 4,566 Days - 1.45cph!

Today
Merge from livestock_animals
Today
Merge from shears
Today
Updated description
Today
Hitting a sheeps skin with shears won't hurt or startle them (still does small amounts of damage to other entities)
Merge from main
Today
Optimize network group assignment after a room is recalculated
Today
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Today
Seagull audio tweaks
Today
shear sounds
Today
Merge from swamp_tree_x_improvement
Today
Lowered marker points on swamp_tree_f
Today
Merge from main
Today
Merge from Livestock_animals
Today
Only require an infant animal to reach 80% happiness in order to max out potential stat
Add [+firemode] to ReplaceTokens
Today
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Today
Merge from main
Today
merge from fix_sail_guide_mismatch -> main
Today
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Today
Optimize network thread's batching overhead slightly - during the end of frame flush only set the last batch sent as "immediate" priority - avoids paying the extra 0.4us to wake the RakNet thread after every single batch sent, instead only paying it once for the entire batch
Today
Add unordered batch alongside the ordered one so we keep sending position packets unordered while keeping them batched - my previous commits were incorrect: positions have always been sent unordered
Today
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Today
Move packet batch from Dictionary -> Connection field
main -> mainisland_roaming_scientistboats
boat_targetting_improvements -> main
Various fixes Add ForceActiveViewmodelAnimatorUpdate to viewmodel anim controller
Don't break existing server saves for livestock
Today
fix snap settings styling
Today
improve demo gizmos, add spotlights and demo toolbar
Today
merge from main -> fix_sail_guide_mismatch
Today
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main -> mainisland_roaming_scientistboats
Today
first pass at seagull "groups" - groups (animators+rigs) are different than "flocks" (shader animation), flocks stay up high in the sky, groups actually land - groups land at "interest points" which are components that can be placed in scenes/prefabs - groups are a single entity, with multiple gulls, similar to a swarm, except they actually have hitboxes - if you come close a group of gulls, they will startle and fly off, at a sufficient distance they turn into a "flock" - after a wait time, the groups will come down to land at a new interest point, and transition from a flock back into a group - individual birds can be shot while in a "group", with ragdolling corpses - also various improvements to flock movement
Today
Fix wool and lead armor insert worldmodel outlines
Today
Merge: from reserialize_sprites - Update(editor): reserialized all Sprite assets to stop unexpected modifications (meta changes only) Tests: spot checked a bunch of metas
Today
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Today
Update: reserialized all Sprite assets, part 10/10
Today
Update: reserialized all Sprite assets, part 9/N
Today
Update: reserialized all Sprite assets, part 8/N
Today
Update: reserialized all Sprite assets, part 7/N
Today
Update: reserialized all Sprite assets, part 6/N
Today
Final nailgun adjustments
Today
Update: reserialized all Sprite assets, part 5/N
Today
Update: reserialized all Sprite assets, part 4/N
Today
Update: reserialized all Sprite assets, part 3/N
Today
Update: reserialized all Sprite assets, part 2/N
Today
Update: reserialized all Sprite assets, part 1/N Tests: spot checked 10-15 metas
Today
Double Barrel Shotgun - Added sights to worldmodel (long overdue)
Today
Nail visual projectile tweaks.
Today
Tweak on nailgun attack FX.