194,758 Commits over 4,079 Days - 1.99cph!

3 Months Ago
merge from Item_Descriptions_update
3 Months Ago
merge from consumable_gene_info
3 Months Ago
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3 Months Ago
Update: perf tests for WaterInfo/-s For 1k sample points - batch version is 4(no waves)/3(with waves) times faster than serial Tests: not applicable
3 Months Ago
Have croc exit dive if it happens to move out of the water
3 Months Ago
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3 Months Ago
- Croc dives after fleeing into water instead of staying on the surface, right now the dive snaps the depth we need to look into it - Make crocs float lower under the water so only snouth and back are visible - Prevent croc from using land animations in water, and vice-versa - Fix error from OnValidate - Run codegen to fix compile error
3 Months Ago
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3 Months Ago
Update: addding perf tests to GetWaterLevel/-s - Doesn't have cases that have water volumes, so slowest path not stressed in both cases On 1k locations batch version is 10x faster than serial(130micros vs 1.18ms) with no waves, with waves - 3x faster(3ms vs 9ms) Tests: not applicable
3 Months Ago
merge from main
3 Months Ago
merge from main (115898)
3 Months Ago
Merge from main
3 Months Ago
Fix error because of OnValidate firing during gameplay
3 Months Ago
merge from crafting_update - (Molotov fireball has a sparking effect on players fix)
3 Months Ago
merge from graphics_settings_extra_tooltips
3 Months Ago
merge from crafting_slots_rolls
3 Months Ago
merge from beehive_hammer_pickup_hotfix
3 Months Ago
merge from bee_occasional_fire_fix (what a bug)
3 Months Ago
merge from bee_nuclei_grade_fix
3 Months Ago
merge from ragdoll_squeezing_fixes
3 Months Ago
merge from amd_dlss_crash
3 Months Ago
set rustige egg g steam sitem.asset to retired-nocrate-notrade and updated manifest
3 Months Ago
refreshing terrain blend textures of jungle ruins - they are correct but somehow were not applied in procmap
3 Months Ago
strangler fig color and transmission tweaks in situ
3 Months Ago
merge from alt_food_stacking_rule
3 Months Ago
merge from cookingworkbench_fix
3 Months Ago
merge from mixing_table_ui_fix
3 Months Ago
merge from harvesting_tea_fixes
3 Months Ago
merge from master_swarm_not_dying_fix
3 Months Ago
merge from checkeggdrop_nre
3 Months Ago
merge from explosiveammofix
3 Months Ago
merge from fix_start_looting_nre
3 Months Ago
Fix NRE causing players to get kicked when they loot an empty loot container in primitive
3 Months Ago
Unsaved backups
3 Months Ago
First set of refinements to the rest of the slash details
3 Months Ago
Improvements to impact effects to alow non uniform scaling. Applied to some standard hit effects with greater variety in rotation and scale https://files.facepunch.com/ianhenderson/1b0711b1/Photos_5N3eHM2sXK.jpg
3 Months Ago
Fix master swarms not killing themselves after a period of time without a target
3 Months Ago
Harvesting tea now applies when gutting fish (will only affect the meat parts, not the bonus chance items like cloth, flares, bullets, etc)
3 Months Ago
Fixed harvesting tea accidentally applying 1.5x the resources, should be 0.5x Fixed UI displays, is now in line with other harvesting teas
3 Months Ago
Fixed harvesting tea not applying to every resource when harvesting
3 Months Ago
Possible alternate spoiling food stacking rule: add server.normalisedFoodSpoilTimeStackThreshold convar If both food items have a normalised spoiling amount greater than this convar, they will be allowed to stack Default to 0.9, meaning that raw meat can be stacked in the first 36m of it's life and cooked meat can be stacked in the first 2 hours (and change) of it's life When food stacks like this the more spoiled item takes priority so some life will be lost from the fresher meat Should help some unfotunate stacking side effects when harvesting meat
3 Months Ago
Merge from main
3 Months Ago
revolver skin description fix
3 Months Ago
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3 Months Ago
Possible fix for CheckEggDrop NRE
3 Months Ago
Optim: replacing GetWaterLevels hot path with burst jobs - Converted some internal NativeArrays to persistent, lazy growing ones to reduce allocation overhead On a 25 player case shows a 25% improvement/5micros, though the sample size is too small(not enough players to check). I need a good way to test this at larger scales, or these 5min waiting times will murder me. Tests: ran unit tests, ran staging demo multiple times, water checks counters in the expected range.
3 Months Ago
Bugfix: properly access count from CoarseQueryGridBoundsJobIndirect Tests: ran unit tests
3 Months Ago
Updated layer for crocodile ragdoll
3 Months Ago
Porabola utils Incase I want to use it
3 Months Ago
Initial crappy curving logic