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121,293 Commits over 4,018 Days - 1.26cph!

Today
Jungle Pack store page
Today
Replace all usages of "is {}" pattern matching to properly account for unity null override (previous commit didn't go through)
Today
Replace all usages of "is {}" pattern matching to properly account for unity null override
Reducd sapling density by 33 percent
Today
Fixed the ambient lighting issues in the paintables window
Today
fixed shallow wall shelves being researchable
Today
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Set ground foliage to use LOD1 as base LOD
Enabled GPU instancing on all jungle foliage for big reductions in batch count
Today
Add command to toggle tigers leaving clawmarks, defaults to false
Today
Added "Game - Quick Save Game (ALT+F5)" editor menu option. Saves game directly to "TestSaves/editor_quicksave.sav" without a file dialog box or confirmation to overwrite any existing file. Added "Game - Set GameSetup to load quick save" menu option which finds the scene's GameSetup object, ticks LoadSave and fills LoadSaveFile with the path to to the quick save file.
Today
Merge from jungle_update
Today
Don't let outbreak scientists spawn on oil rig (check for ocean topology)
Today
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Today
Merge from ziggurat_perf_fixes
Today
Merge from jungle_update
Today
Marked halfheight_salvaged_bamboo_shelves.item and wall_single_shallow_shelves.item as NeedsSteamItem, prevents them from appearing in the crafting menu by default
Today
Fixed emoji not unlocking correctly
Today
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Today
Fixed floating barrel corpses and added Mesh Cull components
Today
merge from jungle_update
Today
added corpse prefabs for wicker and bamboo barrels
Yesterday
merge from /jungle_storage_skin_fix
Yesterday
Replaced cocoknight gloves viewmodel material
Yesterday
Merge from main
Yesterday
Missed some billboard texture changes
Yesterday
Updated schizolobium with progress from friday
Yesterday
updated jungle ar icon
Yesterday
Merge from icon_render_export_fix
Yesterday
Updated IconRender scene to have the DeferredIndirectLightingPass on the preview camera and disabled the borked lighting object
Yesterday
merge from main
Yesterday
S2P ruins and ziggurat to refresh piper nigrum prefabs
Yesterday
re-factored piper nigrum tree LOD scripts to link in-prefab content instead of in-folder content made prefabs original prefabs instead of variants
Yesterday
skipped LOD0 on mauritia flexuosa, more agressive LOD2 distance
Yesterday
Fixed most of the ziggurat structure rendering twice, all the time Caused by a root renderer with child LOD renderers using a RendererLOD Re-exported HLOD
Yesterday
Disable shadows on vine tree branches Disable shadows on vine line renderers GPU instancing on kapok tree mats
Yesterday
Possible AdminPanel NRE fix
Yesterday
Fixed not being able to interact with some NPC vendors due to fridge VM changes
Yesterday
Fix NRE when a melee held entity breaks (NPCNoiseManager)
Yesterday
- big ocean fragment shader performance improvement (section of code that didn't need to be computed per fragment was more than doubling ocean draw time) - hide ocean under rivers - fix caustics being burned into screen when disabling water layer
Yesterday
start of fixing corpse gibs for jungle barrel storage
Yesterday
removed skin linkage to large wood box for jungle barrel storage, removed skinnable asset and linked both directly to jungle_dlc sitem , rebuilt mannifest
Yesterday
main -> vine_capsule_renderer
Yesterday
Missed files
Yesterday
First compiling example of cheaper single server -> client sync vars 🎉 Ensure base entity initialises SyncVar hooks Clearer naming for handlers, Sync and Replicate
Yesterday
Missed files
Yesterday
Client.Connection receive methods. Initial code generator to hook SyncVar OnValueChanged method to our SendSyncVar method (server only) Only give a damn about single SyncVars for now
Yesterday
BaseEntity Single SyncVar header, object and send methods Minor SyncVar code cleanup Enable encryption
Yesterday
main -> hackweek_syncvars
Yesterday
main ->syncvars