255,024 Commits over 3,990 Days - 2.66cph!

Yesterday
bees -> crafting_update
Yesterday
Tag projectiles, explosions, damage with the instigating playerId so dead/respawned players can still get their kills Spawn tripmines on host Trigger IPlayerEvent.OnSuicide in all cases
Yesterday
edited tiger ledge attack anim
Yesterday
Greatly extended natural beehive hitbox
Yesterday
TreeEntity addition now properly supports poolable entities
Yesterday
Add JsonPointer (RFC 6901) implementation and tests Add RFC 6902 compliant JSON diffing / patch generation Use JsonNode instad of JsonDocument in pointer Add ApplyPatch functionality Generate roundtrip tests Add Test Generator for GameObject hierarchies Remove Copy & Move operations I can't make it work there are extremely rare edge cases for enormous diffs (thousands of objects and operations). The code to support these edge cases was becoming more and more unhinged and illegible. Can still tackle it later if we really need it. Add tests for LCS Work around .net runtime bug in Json.DeepEquals dotnet/runtime/issues/112769 Clone/Move attempt 2 Move optimization still fails for very large diffs -> disable for now Cleanup some debug code
Yesterday
Increased bee network tick. Will look at bringing this back down before release
Yesterday
Fixed bee swarm particle rendering ending up culled in players view
Yesterday
Api Update Fix error getting reviews
Yesterday
Fixed up crossbow hand placement / world scale
Yesterday
BaseWeapon.StartingAmmo can be used with `UsesClips` for weapons we want to grant extra ammo to on pickup
Yesterday
tool for checking if other components are consuming trigger events for any TriggerBase in prefabs
Yesterday
Add wins stat
Yesterday
Update to zigg stair bamboo, made it single instead of double width and optimised geo count (still WIP)
Yesterday
Make baked light complexity only count indexed lights Update shaders
Yesterday
jungle ruins S2P
Yesterday
jungle ruins overgrowth pass with strangler figs
Yesterday
Tweak the gluon gun's damage (30 -> 7.5), and reduced initial starting ammo (80 -> 50)
Yesterday
merge from crafting_update
Yesterday
merge from cookingv2
Yesterday
Added comfort modifier, gives some level of comfort away from fire Applied to the chocolate bar
Yesterday
Per-weapon stats
Yesterday
merge from terrain_ignore_grid
Yesterday
- Bee grenade spawns bees with a slight offet upwards (to avoid some minor clipping issues killing los checks) - Bunch more code cleanup - Fixed some bugs with convars
Yesterday
Sync ammo (first step) Add PlayerData.AddStat, host-only method that is RPC'd to the player Record simple kills and deaths stats Don't need this - it already exists
Yesterday
Update: Name a couple magic constants Tests: none, trivial change
Yesterday
Clean: rogue newline Tests: trivial change
Yesterday
Update: TerrainCollision.GetIgnore(Span...) now uses the ignore grid broadphase Tests: ran new unit tests that go through this path
Yesterday
Small changes + clipping
Yesterday
Update: new unit tests for GamePhysics.HandleIgnoreCollisions - Also removed an unnecessary branch Tests: ran the new unit tests
Yesterday
Api fix
Yesterday
just split the coarse query grid to have a Check and CheckJob function to call from burst and managed contexts respectively (not as cool as the previous solution, but doesn't rely on compiler shenanigans)
Yesterday
Merge from armor_slots
Yesterday
Refactor protection getting
Yesterday
Art Progress
Yesterday
merge from main
Yesterday
Send protobuf when user is added/removed from org, so we can reload the orgs in editor Review cleanup Reviews api
Yesterday
Fix player preview hover display stats
Yesterday
Left in debug line oops Make damage event flow more explicit with correct damage values, keep DamageInfo on server Network tripmine explosions! GameManager.OnDeath safety Damage types should be tags
Yesterday
merge from garage_door_fixes_2
Yesterday
fixed parenting issue with door controllers on ClosedCollider io parent
Yesterday
re-calcing clamped io line bounds when a line is added, not OnEnable as it can't be relied on for positioning
Yesterday
Added Bee Grenade Final Viewmodel Added Bee Grenade Textures and Setup Materials
Yesterday
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Yesterday
Resolve CloudAssetProvider paths when compiling archive on client
Yesterday
Merge from armor_slots
Yesterday
copyto now recreates armor slots and transfers inserts.
Yesterday
fixed double pillow effect on ruins wood beams by lowering normal intensity
Yesterday
Shooting a tripmine will pass thru the gun as the weapon Fully populate TraceAttackInfo where we can, fix origin/position being backwards Do blood splatter on damage, gib Reparent blood_explosion so DestroyAfterSeconds removes the whole object
Yesterday
Merge from armor_slots