192,621 Commits over 4,049 Days - 1.98cph!

48 Days Ago
Harvesting tea now applies when gutting fish (will only affect the meat parts, not the bonus chance items like cloth, flares, bullets, etc)
48 Days 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
48 Days Ago
Fixed harvesting tea not applying to every resource when harvesting
48 Days 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
48 Days Ago
Merge from main
48 Days Ago
revolver skin description fix
48 Days Ago
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48 Days Ago
Possible fix for CheckEggDrop NRE
48 Days 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.
48 Days Ago
Bugfix: properly access count from CoarseQueryGridBoundsJobIndirect Tests: ran unit tests
48 Days Ago
Updated layer for crocodile ragdoll
48 Days Ago
Porabola utils Incase I want to use it
48 Days Ago
Initial crappy curving logic
48 Days Ago
Merge from main
48 Days 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)
48 Days 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.
48 Days Ago
Added Rustige Egg G variant animations, set prefabs, item and steamitem
48 Days Ago
merge from main
48 Days Ago
fixed stables scrap refilling way too fast fixing missing rad exposure ceiling ( 50 )
48 Days Ago
- save thrown from position - handle save till return - setup shared stuff (used for prediction later) - code cleanup
48 Days Ago
Adjusted bounding box again
48 Days Ago
merge from graphics_streaming_on_all
48 Days Ago
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48 Days Ago
Fixed an issue with converting linear textures to sRGB when creating a readable copy
48 Days Ago
Merge: from erosion Bringing across TerrainMap NativeArray conversion that I need for my batch checks Tests: reran TerrainMap tests
48 Days Ago
Merge: from main Aligning with erosion branch parent CL Tests: none, no conflicts
48 Days 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
48 Days Ago
- increased speed - debug command - codegen
48 Days Ago
Impact effects now working on hit. Just search for the nearest bone and use that
48 Days Ago
More progress towards thrown boomerang generating effects. Correct material is now grabbed
48 Days Ago
Update: adding WaterMap height sampling burst jobs - Also covered them with tests to validate output against non-job calls Tests: ran unit tests
48 Days Ago
- Reduce bounds - Add comments
48 Days Ago
Some attack hit 2 effects
48 Days Ago
Setup attack hit 2 properly
48 Days Ago
Can now melee things with the boomerang on left click
48 Days Ago
Re-order recipe list so new teas are next to previous ones
48 Days Ago
▄██▋█ ▊▄▋ ▌▊▉█/▍▋▉▆▉/▋▋▋▅▊ ▆▇▋-▆▄▌▉▇▉▋ ▋▊▍█ ▆▌▊▆▆▋▇ ▋▅ ▊▇▄▌▋▋ ▇▅▋▌█▆▅▄▅▊▆, ▆█ ▅ ▌▋▆▌▄▍ ▋▅██▇-▇█▅ ▅▌▍▍▋▊▅ ▉▄▋█▆ ▅▋█▊▄ ▉▌▊-▇▍▄▅▋▌▄ ▅▊▆▉▅▋▍▍▇. ▊▆ █▌ ▍▆▊▉ █▋ ▌▍▋ ▌▇▌█▋▌▅▌▌ ▆▍▉ ▍ ▍▋▆▇█▆▌▄, ▄▌▄▍ ▋▅ ▆▉▋▍▍ ▄█▌▌▊ ▊▄▅ ▋█ ▌▄▉▆▍.
48 Days Ago
Add missing harvesting tea to visual config for cooking workbench kettle.
48 Days Ago
- Use cached water depth when possible instead of recalculating it - Make sure movement comp and anim comp "canSwim" variable can't get out of sync
48 Days Ago
environment AO maps import options changes, material adjustments
48 Days Ago
Disabled the post processing trigger on the explosive ammo additive prefab.
48 Days Ago
Fixed docile bees around hives inheriting unwanted nested prefab elements, including that one giant fat bee.
48 Days Ago
Fixed beehive nucleus grades not being registered properly on vendor listings
48 Days Ago
▊▆▌▍▆ ▌▍▋▉▍▆█▉ '█▍▄ ▄▊▆▋▋▆' ▆▄ ▍▊▉▊▉ ▌▌ ▍▉ ▅▊▋ ▇▉▉▄█ ▋▄▋▊ ▋▆▋▄▇▊▆▄ ▄▆█▍ ▌▍▊ ▇▇▅▋▅▆▌▇▌ ▆▊ █▄▆▆▍▆█ - ▇▅█ ▋ ▊▅▅ ▊▍█▍▅▋▉▉ ▌▋▅▉▆▊ '▇▌▌▍_▌▋▆▅▌▋' ▆▆▉ '█▌▆▉_▊▄▉█▇██▊▉' ▄▌▆▉ ▅▇ ▍▌▄▇▉▌▋█▍█ ▄▋▊▍ ▅▄ ▋▊▅█▉ ▋▅▍█ ▇ ▆▇▊▇ ▍▇▊▌▇▋██▊ ▋▍ ▊▉▄ ▆▋▌▋▇▄ ▄▉▇▊▌▅▊▄▌ - ▆▉█ ▋▊▉▋▄▋▊█ ▊▇▄▇▉ ▍▅ ▅▋▋▉ ▉▍▊▇▇▍▍ ▄▅ ▄█ ▊█▆ ▉▌▍██▊▅▅▍ ▇▋▉▄ ▅▌▍▉▆▅ (▊▍ █▅ ▆▅▌ ▅▊█▇▆▋▉▅▄▅ ▆▊▆ ▄▇█▄ ▆▉▌▍▌▅ ▅█▅█ ▋▆▄▋▊ ▇▊ ▉█ ▊▉▅▄▍▌▅▋ ▋▍▄▄▆)
48 Days Ago
Merge: from terrainmap_nativearray2 - Fixed a bug of invalid reinterpret Bringing across my tests since we're both working on the same thing. Tests: ran the new tests
48 Days Ago
watertight door hatch col
48 Days Ago
watertight hatch material adjustment
48 Days Ago
watertight hatch door and frame
48 Days Ago
TerrainMap uses NativeArray instead of managed
48 Days Ago
Blowpipe idle/ADS update for view model and third person