155,860 Commits over 4,536 Days - 1.43cph!

1 Hour Ago
merge from sv_console_terminal_fix
1 Hour Ago
Fixed row window height causing the status info not to render on Windows Host consoles
4 Hours Ago
- Set new navmesh enabled by default, now needs -useOldNavmesh to disable - Hook cow new stagger anims
Today
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Today
scrap king - updated meshes, added frames and lods
Today
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Today
Minor cleanup in cl_voice.lua Wipe vertex buffers on lock Fixed wood_spool01.mdl prop data and smoothing groups
Launch site, trainyard and radtown power grid rooms
Today
Hide cow trust and gender by default (can be toggled by admin)
Rin
Today
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Today
fix turtle swimming movement (in a lot of ways) fix not working in shallow waters fix turtle swimming into terrain
Today
- Stripped arm mesh from 148 viewmodel files - Updated 169 viewmodel prefabs + remvoed dead mesh links
Today
Update(editor): StoreBundleTool - add in logic to generate BlurHash for dynamic sprites Tests: works, but slow and produces wrong hashes
Today
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Today
Fix runtime livestock pattern not matching the ranges Taylor designed (partial commit part 2)
Today
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Today
New CountBy admin command that returns the same count as DeleteBy but without deleting entities
bull/calf/cow use old bias map
Today
Fix runtime livestock pattern not matching the ranges Taylor designed
Today
- Fix inbred procedural texture being applied to healthy cows, and actually inbred cows looking healthy - Disable srgb for cows bias maps
Today
Re-add livestock pattern tester script (to add to cow lod 0)
Yesterday
- Gate all prediction errors behind a preafb - if prediction fails, just dont bother with it
Yesterday
Converted the light bins into bitmasks that contain light indices to reduce the overall memory overhead of light binning
Yesterday
Merge from render_pipeline_testing (fixed)
Yesterday
Re-apply improved hair and beard rendering cleanly
Yesterday
Merge from main
Yesterday
Subtract borked changeset
Yesterday
Merge from fuse_analytics_fix
Yesterday
Merge from render_pipeline_testing
Yesterday
Pass on penned cow with unreachable distractors around: - Fix curious cows being so curious they forget to eat - Walk to herd now check multiple cows not just nearest one (else it gives up at first unreachable) - Walk to trough now checks multiple troughs not just nearest one - Prevent bull from charging unreachable targets - Happy run wanders if player target is unreachable
Yesterday
Correction to the player element returned for fuses
Yesterday
Reverted that line
Yesterday
Updated calf prefabs with new mesh and materials. updated bull bias map
Yesterday
merge from sv_console_terminal_fix
Yesterday
Added more guardrails
Yesterday
Update rust native for all platforms
Yesterday
Make server own visibility for the livestock status panel not client, so only server decide if we want to hide genes or not client has no say
Yesterday
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Yesterday
merge from sv_console_terminal_fix x2
Yesterday
Added more OS-specific guardrails and merged a few #ifs 🤞
Yesterday
RRP: Massively improved hair and beard rendering when TAA or DLSS are enabled. All other anti-aliasing modes now use simple cutout to appear less noisy.
Yesterday
Hopefully fixed cubemap issues on Linux and AMD GPUs Temporarily disable (32bit) MacOS builds * Maybe not so temporarily
Yesterday
Subtract 163953
Yesterday
merge from main
Yesterday
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Yesterday
Merge from animal_fencing_v2
Yesterday
Animal fence inventory sounds.
Yesterday
Update: back every dynamic sprite url in store with a blur hash field Going to setup data next Tests: compiles