193,165 Commits over 4,049 Days - 1.99cph!
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Cut the max eyeglow distance in half on Wolf(2), Tiger, Panther, Crocodile.
Restored floor.stone.prefab, merge fuckery
Fixed client write and send methods trying to use server write and send
Fixed server recieve method being hooked up wrongly
Can mark SyncVars as [ClientAuthority]
This changes the ifdef blocks used in the resulting replicate and sync methods
Changed test code to include a client -> server Syncvar
Added new token for jungle rifle as it was sharing one with med rifle
Add server receive methods
Add CLIENT & SERVER preprocessor tags in generation step
IOEntityEditor and BaseMountableEditor inherits from BaseEntityEditor
Added handles to edit entities bounds
Fix storage monitor not being able to be placed on the Vending Machine
boat building platform grey box
Increase the Vine view model exit time padding .1 -> .2
Fixed timer switch issues when its power input fluctuates while the timer is running
⭕ Fix vine flickering and dissapearing
⭕ Mark Occludee as dynamic
vine_maxvelocity_nre_fix ➡️ main
Ensure max velocity > 0 even when null
Fix Vine Max Velocity NRE
Merge: from parallel_validatemove
- Optim to reduce physics cast scheduling overhead
Tests: unit tests
Optim: reduce physics casts scheduling overhead when using batches
- Added a helper function that subdivides workloar across equal batches and potential for work stealing
On a 10player test case(40 ticks total), reduces parallel processing time from 0.2ms to 0.12ms. Still slower than serial execution 0.06ms.
Tests: unit tets
boomerang_range_fix ➡️ main
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Adusted boomerang range values
boomerang_range_fix -> main
tweaked hopper, storage monitor and storage adapter positions on wicker and bamboo barrels
Bucket and mop prefab update and LODS
Fixed Boomerang not having better attack range on players and NPCs
Rewrote server projectile to allow overrides in the right places
Boomerang does two attack checks - hits players and npcs at a higher radius
Fake trail generation improvements, fixed trail falling through rocks
Fixed trail going falling through rocks due to snapping to terrain when animals were walking on cliffs and rocks
removed unnecessary private files.
fixed metallic affecting ao darkening
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Replace all usages of "is {}" pattern matching to properly account for unity null override (previous commit didn't go through)
Replace all usages of "is {}" pattern matching to properly account for unity null override
Reducd sapling density by 33 percent
Fixed the ambient lighting issues in the paintables window
fixed shallow wall shelves being researchable
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Set ground foliage to use LOD1 as base LOD
Enabled GPU instancing on all jungle foliage for big reductions in batch count
Add command to toggle tigers leaving clawmarks, defaults to false