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157,939 Commits over 4,566 Days - 1.44cph!

Today
New(tests): add a bunch of sanity unit tests for ObjectWorkQueue Tests: ran unit tests
Smoother transition between viewmodel and predicted grenade when dropping
Today
Bugfix: ensure right operator== is invoked when checking work items Tests: booted craggy
Today
Merge from main
- Ensure the client can accurately figure out the network lod of an entity rather than guessing - Make startId/gridSize/baseCellSize constants iin the grid rather than being in the prefab
Today
code clean up
Today
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Today
scrap king block updates
Today
Merge from main.
Today
Merge from render_pipeline_testing
Today
Merge from main
Today
Fix material remap on viewmodel arms
Today
Merge from main
Today
Fix non admin players being killed in halloween dungeons
Today
Merge from livestock_animals
Today
Update croc pie to use new animal repellent modifier Create recipes, rich version, UI bits
Today
Merge from main
Today
Disable pass culling in WaterRendererFogPass, needs to set the _UnderwaterFogEnabled constant
Today
Merge from main
Today
Merge from duck_jump_collision_check
Today
Subtract 168514, go back to a single raycast
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Rin
Today
merge from hoster_override_bone_retarget
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Today
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Today
Merge from main
Today
Merge from hempcolourblind
Today
Rebake the hemp impostor, now matches visually Added an impostor accessibility bake component to bake out textures of alt materials
Today
Merge from main
Yesterday
Merge from hempcolourblind
Yesterday
Merge from main
Yesterday
Initial commit for animal renaming Port over work from hackweek_horse_naming Can now rename horses, misc minor improvements for renaming chickens
Yesterday
Merge from main
Yesterday
Progress on improving how dropped grenades appear with throw prediction enabled when not standing still
Yesterday
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Yesterday
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Yesterday
merge from chickencoop_item_errors_fix
Yesterday
Fixed some item / container bugs, together they caused multiple rare errors when moving items from or destroying chicken coops, which also lead to the entity not getting killed correctly - ItemContainer.Load now ignores slot reservations (if an item was in a valid slot before the restart, it should be after - slot reservations are only used to stop new items being placed) - A failed Insert due to not finding a valid position now early exits before adding the item to the item list - Item swaps into reserved slots now fail immediately instead of moving, then failing and reverting (the revert could fail and delete the item) - Guard ItemContainer.Take against collecting items queued for removal which could lead to double free
Yesterday
merge from cargoshop_crate_optim
Yesterday
Cargoship crates no longer mark themselves as dropped - Prevents an unnecessary raycast being ran for each crate 66 times a second (costing ~80 µs each call) for as long as they're active
Yesterday
merge from fruit_trees
Yesterday
merge from vcc
Yesterday
Merge from main
Yesterday
Fix for SSAOComputePass error spam when switching scenes
Yesterday
start on interest points for hovering bird flocks, and fleeing from certain events (WIP)
Yesterday
merge from main
Yesterday
Fixed oak_e always dropping apples when harvesting. Created a tool to visualise where tree additions are on trees to make placing them much easier. Adjusted the apple positions on both oak_d and oak_e. Removed the loot refreshes on natural beehives, apple trees and coconut trees.
Yesterday
merge from fix_demoui2_pfx
Yesterday
WIP work on randomised room A (cctv)