157,948 Commits over 4,566 Days - 1.44cph!
Building block tests checking the roof overhangs only block deployables
scrap king
- ramps gibs updated
Fixed lights switched on beyond their culling distance flashing at full brightness before turning off
merge from ambientlight_lod_fix
re-order and split checks in Trans_HasThreatTarget so that female livestock don't run any targeting checks, large part of idle fsm cost
Merge: from lifestoryworkqueue_nre_fix
- Bugfix for ObjectWorkQueue processing destroyed UnityEngine.Objects
Tests: ran unit tests
merge from skinviewer_cartbutton_fix
Fixed skin viewer showing a cart button when open from the steam inventory
New(tests): add a bunch of sanity unit tests for ObjectWorkQueue
Tests: ran unit tests
Smoother transition between viewmodel and predicted grenade when dropping
Bugfix: ensure right operator== is invoked when checking work items
Tests: booted craggy
- 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
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Merge from render_pipeline_testing
Fix material remap on viewmodel arms
Fix non admin players being killed in halloween dungeons
Merge from livestock_animals
Update croc pie to use new animal repellent modifier
Create recipes, rich version, UI bits
Disable pass culling in WaterRendererFogPass, needs to set the _UnderwaterFogEnabled constant
Merge from duck_jump_collision_check
Subtract
168514, go back to a single raycast
merge from hoster_override_bone_retarget
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Merge from hempcolourblind
Rebake the hemp impostor, now matches visually
Added an impostor accessibility bake component to bake out textures of alt materials
Merge from hempcolourblind
Initial commit for animal renaming
Port over work from hackweek_horse_naming
Can now rename horses, misc minor improvements for renaming chickens
Progress on improving how dropped grenades appear with throw prediction enabled when not standing still
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merge from chickencoop_item_errors_fix
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
merge from cargoshop_crate_optim
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