196,397 Commits over 4,110 Days - 1.99cph!

4 Months Ago
Fixed horse head motion going crazy at low framerates
4 Months Ago
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4 Months Ago
merge from horse2_fixes/handling
4 Months Ago
Fixed horse steering tip never stopping from showing up Steam stat was not properly incremented
4 Months Ago
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4 Months Ago
Fixed DLSS server compile errors
4 Months Ago
Merged DLSS/DLAA AMD crash fix into main
4 Months Ago
Updated MenuUI.Options.Graphics prefab to have DLAA again and added a script that disables DLAA and DLAA when they aren't supported
4 Months Ago
tiger ledge attack reexport with no vertical movement
4 Months Ago
wip food anim events
4 Months Ago
Merge from fast_debug_draw (expand character set)
4 Months Ago
Expand character set of fast debug draw to all of ASCII and some useful characters from CP437
4 Months Ago
Merge from main
4 Months Ago
- Better fix for tiger behaviour ping pong - Further experimental changes to fsm declaration style
4 Months Ago
tiger ledge attack rootmotion bone now aligns with the hip bone throughout the animation
4 Months Ago
merge from main
4 Months Ago
- Updated the DLSS plugin to include a hardware support check. - Added a script to the DLSS and DLAA options in the MenuUI.Options.Graphics prefab to disable them when DLSS ins't supported.
4 Months Ago
reverting flashbang anim controller change
4 Months Ago
- added asset folders - added viewmodel blockout to viewmodel prefab
4 Months Ago
Adding first pass chicken reaction animation
4 Months Ago
merge from flamejet_optimisation
4 Months Ago
Make sure to exclude flamethrowers from the FlameJet changes on 113874
4 Months Ago
- Fix tiger going back and forth between slow sneak and fast sneak states - Introduce shorthand notation for FSM transitions through logical operators overload - Remove unused states
4 Months Ago
coarse query grid split into upper and lower slices, avoiding tunnels flooding the map - trigger bounds that cross theshold are represented in both - only queries that cross theshold query both grids - using initial caves network visibility threshold to separate as eliminating tunnels from the main above-ground usage is the main goal here and this works well for that - increased cell size again, more granularity isn't needed now
4 Months Ago
More work on jungle ziggurat monument
4 Months Ago
revert_sprinkler_amount -> main
4 Months Ago
Revert changes
4 Months Ago
fix server build
4 Months Ago
fix server build (IndirectUtil)
4 Months Ago
fix server build (FastDebugDraw)
4 Months Ago
hopper, beehive 4k textures and materials
4 Months Ago
remove log
4 Months Ago
use world size for coarse grid sizes rather than arbitrary upper limit, reduced cell size for more precision
4 Months Ago
updated chicken coop deploy prefab
4 Months Ago
ghost_sprinklers_fix -> main
4 Months Ago
chicken coop LODs coop hatch custom mesh collider
4 Months Ago
Tie sprinkler on/off state to consumption amount
4 Months Ago
Merge from fast_debug_draw
4 Months Ago
Merge from /main
4 Months Ago
Fix for right forearm issue on eating pie animation
4 Months Ago
Final conversion.
4 Months Ago
Fixed single plant pot pickup and repair pointing to large planter
4 Months Ago
merge from flameturret_optimisation
4 Months Ago
Fixed FlameJet.LateUpdate being called on idle flame turrets (saves ~0.45ms per frame for 60 idle turrets)
4 Months Ago
beehive LODs, gibs, guidemesh
4 Months Ago
Buildfix: if-def out editor only variable Tests: build standalone server locally
4 Months Ago
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4 Months Ago
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4 Months Ago
crafting_update -> Aux2