117,584 Commits over 3,987 Days - 1.23cph!
Actually change ownership to the newer protobuf ID since it's the newer one
Fix conflicting protobuf entity field ids
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Fix ItemModSwap after merge
Natural Beehives should spawn on oak_e
Deployed Beehive:
- Reduced collider size
- Recalculated bounds
merge from crafting_update -> item_ownership
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Reduce update rate when looking in a box
merge from main -> item_ownership
- Add Progress bar to Honeycomb generation
- RPCs added with client prediction
- Cleanup NucleusGrading code
Add item ownership to items horses poop
- uses breed's name as the username
- doesn't actually do anything because poop is stackable, planning for future if they poop different unstackable items
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Transfer item ownership when explosives are picked up
- this doesn't apply yet because C4 & satchels are stackable but laying the code down ahead of time
Add ownership to ItemModRecycler (no prefabs use this but better to be safe)
Set item ownership to keycards that are picked up
Add item ownership when animal head is beheaded with a skinning knife
Set item ownership for resources that use RandomItemDispenser instead of ResourceDispenser
Add item ownership when collectible is picked off the ground
Add item ownership for items produced when car is shredded
Add item ownership to plants harvested
Fix item ownership not applying to finishing bonus
Set item ownership of photographs taken by the camera
Set item ownership of cassette tape to the player who made the recording
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Add ownership for gifts that are wrapped
merge from main, fuck fuck Plastic or whatever we call it now..
Try without merge tracking, ignoring subtractions
Untangle bad merges - maybe
Only show the repair UI to the corpse owner
Changed softcore gamemode convars
added and updated some crocodile animations
Seed variants for sunflower, rose and orchid
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Added correct data path and log path when checking for DLSS support
merge from fast_debug_draw (fix shader on metal)
Update: ServerDemoPlayer - report errors if failing to find entities
Need to verify if my previous changes are working in more complex scenarios.
Tests: none, trivial change
fast debug draw: skip geometry shader on metal
experimentally routing calls to queries from a non-burst context to run a burst compiled job on the main thread and calls from burst contexts to directly run the code
- uses a mixture of BurstDiscard and compiler hints to avoid compiling any branching into burst-compiled code
- twice as fast than just burst compiling the function calls and calling it directly from managed/non-managed contexts
- at least 10x faster for larger queries in worst cases (empty grid) and negligable difference for small queries
Added some polygons to the cooking workbench liquid bottle that was looking a little PS2.
Update: FullServerDemo - detect full network ID range used in demo
Replaces old invalid system of just reserving a constant chunk
Tests: played back all demos that I have - all valid.
Add terrain blend layer to standard 4-way and packed mask blend, reduce terrain sampler slot usage
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Interior set dressing, tweaks to floor material in zigg scene
mauritia flexuosa M variant with LODs and billboard, materials initial commit
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