161,032 Commits over 4,597 Days - 1.46cph!

18 Days Ago
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18 Days Ago
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18 Days Ago
Terrain diffuse base pyramid disable
18 Days Ago
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18 Days Ago
Merge from main
18 Days Ago
Merge from Animal_Jumping
18 Days Ago
Fixed picking up mushrooms not showing the total owned in the pickup notice
18 Days Ago
merge from optimize_upkeep_multiplier -> main
18 Days Ago
Cherrypicked 168066 "Can't use the frankenstein table if building blocked"
18 Days Ago
Can't use the frankenstein table if building blocked
18 Days Ago
merge from frankensteintable_priv
18 Days Ago
Basic setup for viewmodel animations when attaching grenades to surfaces for the grenades which have an attach anim asset
18 Days Ago
merge from aipoint_strip
18 Days Ago
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18 Days Ago
merge from cliffs_heightcollider_fix
18 Days Ago
Fixed some traincar variants not playing any SFX when destroyed/gibbed
18 Days Ago
simplified meshes on a lot of scrap king building components to accomodate revised textures, fixed lod0>lod1 mismatches across a bunch, fixed culling on corners
18 Days Ago
Strip AI cover and move points from the client, they're only used by the server Had 13k of them
18 Days Ago
Fixed cliffs not stripping their Add_To_Height heightmap mesh collider when loading from a cached map I had ~6500 of these enabled on a proc gen map
18 Days Ago
Refactor + cleanup
18 Days Ago
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18 Days Ago
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18 Days Ago
Remove leftover log in RotaryGunCylinderViewmodelComponent
18 Days Ago
merge from pool_review
18 Days Ago
Ballista and static ballista 8 -> 2 Battering ram and catapult seats 8 ->
18 Days Ago
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18 Days Ago
Reduced bonuses provided by Advanced, Pure and Creamy/Milky teas. Creamy tea variant is now what Pure used to be, advanced and Pure reduced below that to compensate. Average nerf: Advanced ~11%, Pure / Milky ~18%, Creamy ~20%. Healing, Crafting Quality and Rad Removal teas unchanged.
19 Days Ago
All arrows 100 -> 25 Paintball projectile 100 -> 5 Speargun spear 100 -> 5 Shotgun slug 100 -> 10
19 Days Ago
Fix the guide not detecting if the sail would block when lowered but doesn't block when up - caused the sail to be blocked only when lowered despite the guide making it look ok
19 Days Ago
Pool review: Admin cars 2 -> 0 Snowball 100 -> 5 Snowball gun projectile 100 -> 5 Boat building blocks 100 -> 15
19 Days Ago
Fixed the codelock on frankenstein table appearing underneath the table on the floor
19 Days Ago
Tests
19 Days Ago
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19 Days Ago
Update demos to read the new batched packet format
19 Days Ago
Update SendNetworkPositions() to use the new batched path - famous last words but batched position updates shouldn't break so we shouldn't need a ConVar to toggle behavior at runtime
19 Days Ago
merge from deepsea_unloading
19 Days Ago
Merge from hemp_colour_swap
19 Days Ago
Add batching for position ticks - new packet type EntityPositionBatch so old demos keep working - batches together entity position updates per player per server frame - flushes batches after ServerMgr * Invokes - skips sending time field if it's the same as the entity before it
19 Days Ago
Cleanup, fixes
19 Days Ago
Re-enabled the final stage impostor on hemp plants - thye should now be visible from 250m
19 Days Ago
Merge from main
19 Days Ago
Fix mismatch between server's check for sails and client's check - client uses rays, server used spheres - the OBB the client used to simulate the new placement wasn't rotated correctly leading to mismatch
19 Days Ago
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19 Days Ago
Optimize calculating upkeep on the server - used to iterating through entire buildings when recalculating upkeep - now sums the building cost of all the entities and only adds & removes cost as entities are changed - means upkeep is now only multiplying the cached cost * the upkeep multiplier
19 Days Ago
Brigthened the room lighting slightly
19 Days Ago
Fixed deep sea spamming tree spawned RPCs to all players when opening
19 Days Ago
Try downgrading actions/checkout to v5 * goddamn github man
19 Days Ago
Fix halloween dungeon having no map, fix missing pieces of the map in the xmas dungeon
19 Days Ago
Deleted unsuded ghost ship population asset
19 Days Ago
Cover the case where a modded server spawns deep sea entities outside of the deep sea Client activates the asset scene without waiting for a loading screen and keeps it for the entire session