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158,492 Commits over 4,566 Days - 1.45cph!

Yesterday
Fix LightGroupAtTime pooling bugs, caused caboose lights to become darker on reuse Cache authored light intensities once at the start, later they could be changed from their defaults when coming out of the pool
Yesterday
Bugfix: make sure we call onItemAddedToStack when using ItemContainer.AddItem Tests: unit + auto tests
Yesterday
Rework previous fix for entities that were forced dynamic due to being parented never resetting the flag when pooled New IPoolReset interface that Poolable calls when entering the pool to reset cached behaviours, instead of multiple GetComponentsInChildren in ResetState Also reset RendererBatch disabled flag set by parenting so that a pooled instance can batch again after reuse
Yesterday
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Yesterday
New targetting system for ai scientists: - Remembers locations of previously lost targets - Auto switches between visible players if it loses its main target - Ai scientists will keep attacking even if the target hides - More stable/fun overall
Yesterday
merge from cui_blur_fix2
Yesterday
Fixed allocations in SortBlurredLayers
Yesterday
Raised the UI blur capture limit from 4 to 6 per frame CUI blurs only take a capture of their own when they cover UI drawn before them CUI blur sorting runs once per frame instead of on every AddUI/DestroyUI
Yesterday
Merge from Wool_ArmourInsert
Yesterday
merge from main
Yesterday
Merge: cherry pick 169367 + 169368 from itemmanager_immediateremove Moves all onItemRemovedFromStack calls to Item methods (SplitItem, UseItem, MoveToContainer) Tests: auto tests
Yesterday
Unfuck merge
Yesterday
merge from scrap_king_building_skin - raised colliders on roof overhang
Yesterday
Copied over my item setup from woolarmorinsert. tech tree, crafting cost. - 20 wool to craft - 3 cold, 2 melee, 1 projectile protection - Tier 1 tech tree
Yesterday
Added renovation saw item/prefab/entity. Rennovation saw now shows cut track on construction. Saw follows track,emitting sparks and leaving a glowing trail. Visual progress matches timers. Setup placeholder cutting audio.
Yesterday
waterpistol_fix -> main
Yesterday
Fix waterpistol error during manifest generation
Yesterday
scrap king - updated roof bottom edge colliders
Yesterday
Per shadow split foliage culling test
Yesterday
Bugfix: fix potential cases of use-after-free related to ItemModConsumable.DoAction Tests: consumed berries, water, flask (discovered new source of issues >.>)
Yesterday
merge from main
Yesterday
Update: test list export Tests: none, trivial change
Yesterday
Update: standardize ItemContainer.onItemRemovedFromStack calls - added auto test for storage monitor Removes a blocker for immediate item removal logic (and saves us headaches in the future) Tests: auto tests
Yesterday
Yesterday
merge from fruit_trees
Yesterday
exported test anim for seagull land
Yesterday
S2P All tropical islands, both ranches, outpost, sat dish and apartment complex. This fixes those scenes using older versions of the apple/coconut trees.
Yesterday
Add SocketMod_Renovation Reno device can be deployed, successfully changing wall to door after a duration.
Yesterday
merge from main
Yesterday
Fix beehive.natural kill warning. Removed apples from oak_d. Increased apple spawn chance on oak_e to 50% to compensate.
Yesterday
merge from socialmenu_perf_fixs
Yesterday
Virtualised the friend sections so we don't have a ton of prefab instantiated Changed the friends name sort to ordinal ignore case 1000 friends rebuild, menu opened: ~159ms -> ~14ms
Yesterday
Subtract current wind swaying implementation for the apple trees. Going to explore doing this with a shader in the future instead as the current implementation can be expensive.
Yesterday
update from main
Yesterday
more keyframe code cleanup
Yesterday
merge from seagull_update
Yesterday
Merge from livestock_animals, fix slow leading, cows clipping through walls, sheep starving, old animals sleeping or attacking from far away
Yesterday
Merge from livestock_animals, fix slow leading, cows clipping through walls, sheep starving, old animals sleeping or attacking from far away
Yesterday
merge from render_pipeline_testing
Yesterday
Merge from main
Yesterday
potential fix for contacts mugshots weirdness on first render
Yesterday
Prevent cows and bulls from pushing you when you lead them
Yesterday
nuke more unused code
Yesterday
-clean up input handling between dolly/director/sandbox -throw all demo session code into #if CLIENT -remove old timeline grid
Yesterday
- fix invisble players after switching demoui2 scenes - fix baked animation clips not being cleaned up properly - fix weather settings not being applied - backup scene save files if they can't be read. - a bunch of curve editor fixes - clean up a lot of per frame updates for options that aren't needed
Yesterday
Bugfix: batch of potential use-after-free fixes for Item.LoseCondition Just one dangerous method left (plz no more) Tests: industrial + turret automated tests
Yesterday
added wool armour plate, worldmodel/LODs. materials/textures. Icon and prefab setup will need values adjusting - used wood as a base.
Yesterday
merge from aibrain_sleep_spawn_fix
Yesterday
AI movement tick is not ran on AI init if they are sleeping on spawn - long-standing bug, because Think never runs on sleeping AI a destination is never actually set and movement tick is wasted processing
Yesterday
Cinelight mesh fix