194,236 Commits over 4,079 Days - 1.98cph!

2 Months Ago
refreshing terrain blend textures of jungle ruins - they are correct but somehow were not applied in procmap
2 Months Ago
strangler fig color and transmission tweaks in situ
2 Months Ago
merge from alt_food_stacking_rule
2 Months Ago
merge from cookingworkbench_fix
2 Months Ago
merge from mixing_table_ui_fix
2 Months Ago
merge from harvesting_tea_fixes
2 Months Ago
merge from master_swarm_not_dying_fix
2 Months Ago
merge from checkeggdrop_nre
2 Months Ago
merge from explosiveammofix
2 Months Ago
merge from fix_start_looting_nre
2 Months Ago
Fix NRE causing players to get kicked when they loot an empty loot container in primitive
2 Months Ago
Unsaved backups
2 Months Ago
First set of refinements to the rest of the slash details
2 Months Ago
Improvements to impact effects to alow non uniform scaling. Applied to some standard hit effects with greater variety in rotation and scale https://files.facepunch.com/ianhenderson/1b0711b1/Photos_5N3eHM2sXK.jpg
2 Months Ago
Fix master swarms not killing themselves after a period of time without a target
2 Months Ago
Harvesting tea now applies when gutting fish (will only affect the meat parts, not the bonus chance items like cloth, flares, bullets, etc)
2 Months Ago
Fixed harvesting tea accidentally applying 1.5x the resources, should be 0.5x Fixed UI displays, is now in line with other harvesting teas
2 Months Ago
Fixed harvesting tea not applying to every resource when harvesting
2 Months Ago
Possible alternate spoiling food stacking rule: add server.normalisedFoodSpoilTimeStackThreshold convar If both food items have a normalised spoiling amount greater than this convar, they will be allowed to stack Default to 0.9, meaning that raw meat can be stacked in the first 36m of it's life and cooked meat can be stacked in the first 2 hours (and change) of it's life When food stacks like this the more spoiled item takes priority so some life will be lost from the fresher meat Should help some unfotunate stacking side effects when harvesting meat
2 Months Ago
Merge from main
2 Months Ago
revolver skin description fix
2 Months Ago
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2 Months Ago
Possible fix for CheckEggDrop NRE
2 Months Ago
Optim: replacing GetWaterLevels hot path with burst jobs - Converted some internal NativeArrays to persistent, lazy growing ones to reduce allocation overhead On a 25 player case shows a 25% improvement/5micros, though the sample size is too small(not enough players to check). I need a good way to test this at larger scales, or these 5min waiting times will murder me. Tests: ran unit tests, ran staging demo multiple times, water checks counters in the expected range.
2 Months Ago
Bugfix: properly access count from CoarseQueryGridBoundsJobIndirect Tests: ran unit tests
2 Months Ago
Updated layer for crocodile ragdoll
2 Months Ago
Porabola utils Incase I want to use it
2 Months Ago
Initial crappy curving logic
2 Months Ago
Merge from main
2 Months Ago
Texture streaming workaround (make sure it's disabled at startup under any circumstances until the graphics qualities are loaded, so it's at most only changed once from disabled to enabled, never from enabled to disabled)
2 Months Ago
Fix saves.singular localization string including its comment Fixed "flammable", "no" assigning wrong flag Minor cleanups Add min_use_angle for func_button from CS:GO Reduce which entities report the networked velocity clientside local player, MOVETYPE_FLYGRAVITY, MOVETYPE_FLY , players without MOVETYPE_NONE is the current list.
2 Months Ago
Added Rustige Egg G variant animations, set prefabs, item and steamitem
2 Months Ago
merge from main
2 Months Ago
fixed stables scrap refilling way too fast fixing missing rad exposure ceiling ( 50 )
2 Months Ago
- save thrown from position - handle save till return - setup shared stuff (used for prediction later) - code cleanup
2 Months Ago
Adjusted bounding box again
2 Months Ago
merge from graphics_streaming_on_all
2 Months Ago
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2 Months Ago
Fixed an issue with converting linear textures to sRGB when creating a readable copy
2 Months Ago
Merge: from erosion Bringing across TerrainMap NativeArray conversion that I need for my batch checks Tests: reran TerrainMap tests
2 Months Ago
Merge: from main Aligning with erosion branch parent CL Tests: none, no conflicts
2 Months Ago
Update: added GetTopologies jobs for TopologyMap - Also covered with tests - Sprinkled [WriteOnly]/[ReadOnly] attributes into jobs - Fixed constant string allocation in tests Tests: ran unit tests
2 Months Ago
- increased speed - debug command - codegen
2 Months Ago
Impact effects now working on hit. Just search for the nearest bone and use that
2 Months Ago
More progress towards thrown boomerang generating effects. Correct material is now grabbed
2 Months Ago
Update: adding WaterMap height sampling burst jobs - Also covered them with tests to validate output against non-job calls Tests: ran unit tests
2 Months Ago
- Reduce bounds - Add comments
2 Months Ago
Some attack hit 2 effects
2 Months Ago
Setup attack hit 2 properly
2 Months Ago
Can now melee things with the boomerang on left click