reporust_rebootcancel

158,550 Commits over 4,566 Days - 1.45cph!

Yesterday
Merge from main
Yesterday
Adjust recoil, weapon rack config
Yesterday
Optimize time taken when room occlusion is turned on at runtime (18s -> 4s) - only visit every face once instead of refreshing nearby faces and calculating multiple times
Yesterday
Merge from livestock_animals
Yesterday
Merge from shears
Yesterday
Updated description
Yesterday
Hitting a sheeps skin with shears won't hurt or startle them (still does small amounts of damage to other entities)
Yesterday
Merge from main
Yesterday
Optimize network group assignment after a room is recalculated
Yesterday
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Yesterday
Seagull audio tweaks
Yesterday
shear sounds
Yesterday
Merge from swamp_tree_x_improvement
Yesterday
Lowered marker points on swamp_tree_f
Yesterday
Merge from main
Yesterday
Merge from Livestock_animals
Yesterday
Only require an infant animal to reach 80% happiness in order to max out potential stat
Yesterday
Add [+firemode] to ReplaceTokens
Yesterday
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Yesterday
Merge from main
Yesterday
merge from fix_sail_guide_mismatch -> main
Yesterday
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Yesterday
Optimize network thread's batching overhead slightly - during the end of frame flush only set the last batch sent as "immediate" priority - avoids paying the extra 0.4us to wake the RakNet thread after every single batch sent, instead only paying it once for the entire batch
Yesterday
Add unordered batch alongside the ordered one so we keep sending position packets unordered while keeping them batched - my previous commits were incorrect: positions have always been sent unordered
Yesterday
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Yesterday
Move packet batch from Dictionary -> Connection field
Yesterday
main -> mainisland_roaming_scientistboats
Yesterday
boat_targetting_improvements -> main
Yesterday
Various fixes Add ForceActiveViewmodelAnimatorUpdate to viewmodel anim controller
Yesterday
Don't break existing server saves for livestock
Yesterday
fix snap settings styling
Yesterday
improve demo gizmos, add spotlights and demo toolbar
Yesterday
merge from main -> fix_sail_guide_mismatch
Yesterday
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Yesterday
main -> mainisland_roaming_scientistboats
Yesterday
first pass at seagull "groups" - groups (animators+rigs) are different than "flocks" (shader animation), flocks stay up high in the sky, groups actually land - groups land at "interest points" which are components that can be placed in scenes/prefabs - groups are a single entity, with multiple gulls, similar to a swarm, except they actually have hitboxes - if you come close a group of gulls, they will startle and fly off, at a sufficient distance they turn into a "flock" - after a wait time, the groups will come down to land at a new interest point, and transition from a flock back into a group - individual birds can be shot while in a "group", with ragdolling corpses - also various improvements to flock movement
Yesterday
Fix wool and lead armor insert worldmodel outlines
Yesterday
Merge: from reserialize_sprites - Update(editor): reserialized all Sprite assets to stop unexpected modifications (meta changes only) Tests: spot checked a bunch of metas
Yesterday
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Yesterday
Update: reserialized all Sprite assets, part 10/10
Yesterday
Update: reserialized all Sprite assets, part 9/N
Yesterday
Update: reserialized all Sprite assets, part 8/N
Yesterday
Update: reserialized all Sprite assets, part 7/N
Yesterday
Update: reserialized all Sprite assets, part 6/N
Yesterday
Final nailgun adjustments
Yesterday
Update: reserialized all Sprite assets, part 5/N
Yesterday
Update: reserialized all Sprite assets, part 4/N
Yesterday
Update: reserialized all Sprite assets, part 3/N
Yesterday
Update: reserialized all Sprite assets, part 2/N
Yesterday
Update: reserialized all Sprite assets, part 1/N Tests: spot checked 10-15 metas