119,249 Commits over 4,018 Days - 1.24cph!
Handle all of the bow arrow updates inside the animator instead
Added an option in gamemodes to force storage containers to require building priv to be opened
Enabled for softcore for the common player containers dropping corpses
Convared under storagecontainer.gamemode_overrides_needsbuildingprivilegetouse
trawler ship progress backup
adjusted debug_erosion data dump to have resolution size in file name and also reference the data vis repo
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Update: merge NativeList.Expand and NativeList.ExpandAndClear
- Rewrote the Expand branching logic to be simpler
Realized that Expand(false) always leads to a Clear - so there's no point in having ExpandAndClear
Greatly increase boomerang thrown speed and reduce curving time
MIP stream disable on a buncha bradley/mlrs/codelock static stuff.
Merge from env_volume_performance_testing
Fixed the indirect specular lighting on the skin when using the deferred indirect lighting pass
Ziggurat lighting prefab WIP
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uiPlayerPreview forces and removes LOD components in line with toggling burstcloth objects through broadcast - stops player preview having BurstControllers disabled due to distance from the player camera
Add aimingHeld animator bool, populate, to help debug anim issues.
Update: Add NativeList.ExpandAndClear
- also fixed invalid check in NativeList.Expand that was comparing against list length instead of capacity, potentially causing more reallocs than necessary
Tests: none, trivial change
give sleeping player's BC setups a second to rest before pausing the simulation
merge from bc_sleeper_fix
re-tuned horse costume BC setup to be a bit let less noisy
Blowpipe can now only be fired when fully ADS.
Added CanFireWhenNotADS and IsFullyADS to BaseProjectile.
Override them in BlowPipe.
Update abyss name and adobe description
Simplify placement compute shader and reduce interlocked ops, restructure foliage instancing header to handle shadows and motion vectors, improve performance in foliage grid update by caching raycorners and reducing unneeded cbuffer updates.
Updated comfort sources on hazmat plushly and discord trophy
jungle_terminal props - remade prefabs, fixed layers, LOD distances, texture import res
Fixed terminals casting a light when not in use.
Fixed terminals casting a light when not in use.
Redid the large furnace lighting optimizations and flicker fix
Add more vine spawn points around the top of the tree
Adjust the vine visual length based on how far it has to reach, fixes vines being usable but not looking usable due to the vine not reaching far enough
Added debug.vineswingingreport convar, prints out info about the vines on the server
Don't cancel the current looping gesture if the player attempts another legacy gesture (eg. dropping item)
Scaled down chicken coop by 10% and raised it slightly
Fixes bits of the coop sticking through the floor below, preventing ceiling placement below (and it looked bad)
Added a snapping point (like the planters)
When snapped to a floor/foundation piece the chicken coop is now small enough to be full enclosed by walls
Merge from softcore_update
Added ingame changelog to the softcore game mode
Disable female version of wood armour jacket temporarily
min/max meshes for wood armor jacket added to prefab