156,134 Commits over 4,536 Days - 1.43cph!

24 Minutes Ago
Hide the existing mesh and only show the upgrade placement guide when placing upgrades, fixes the overlap and looks better. Only hide the visuals, and only clientside, collision etc all remains active.
24 Minutes Ago
Updated frog material
31 Minutes Ago
merge from apartment_complex_cleanup
46 Minutes Ago
Upgrading damaged sandbags doesn't give a free repair to full. Keeps previous health fraction. Convar'd behind ConVar.Server.upgrade_keeps_health because I'm not sure how we wiill want this to play out. Defaults to true for now.
46 Minutes Ago
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52 Minutes Ago
Upgrading transfers skin to new placement
57 Minutes Ago
Initial prototype rework: Removed all the new sockets from sandbags. Use the position/rotation of the sandbag being upgraded instead of calculating it via sockets. Refactor some of the prototype code into functions and only use them in the upgrade paths, so we don't touch regular placement logic anymore. Client now runs the serverside checks too. Refactor UpdateUpgradeTier, and don't run it for everything via FillPlacement. Don't cache incorrect upgrade levels. Remove stack socket placement logic. Fix being able to use any sandbag level to upgrade a sandbag to next level. Use/trust serverside checks/position not client provided. Run all placement checks when upgrading, so upgrades can't clip through stuff. Remove some now unused new find deployable functions.
1 Hour Ago
Applying shelved stacking prototype.
4 Hours Ago
Added some guns to the sell table for testing
4 Hours Ago
Added an auction mechanic to selling animals at the ranch When selling an animal the player will receive an offer of three items, rolled from a set of item min/max bands The player can reject an offer and get a new offer two more times - on the third reject the vendor gets annoyed and won't talk to the player for 15 minutes
6 Hours Ago
Merge from milk_processing
6 Hours Ago
Fixed validation warning
6 Hours Ago
Fixed accidentally deleted crafting tea icon
Today
merge from animation_ik_jobs
Today
slap burst compile attributes on ik modules too
Today
compile fix
Today
merge from animation_ik_jobs
Today
Merge from icon_generator_rework
Today
Alt + Mouse wheel does fine grained zoom control Don't show items with no PropRenderer in the match settings popup Possibly fixed a case where saving would rotate the inspected prop
Today
merge from animation_ik_jobs
Today
bump up max ik distance
Today
fix merge whitespace issues + nuke old comments
Today
Created creamy and milky versions of all pure teas In most cases the creamy version increases the effectivess of a tea and decrease the length (creamy pure ore tea increases ore yield 0.5 -> 0.65 and decreases duration from 30m -> 24m) Milky versions of teas just increase the duration (milky pure ore tea 30m -> 45m) Both versions carry through their calories and hydration values into the tea Some edge cases: pure milky healing tea default is 75hp over 30s, creamy is 97hp over 20s and milky is 112hp over 45s Didn't make creamy version of crafting quality tea, it would result in 100% guaranteed chance of armour slots Placeholder (ish) icons for all of them
Today
Merge from main
Today
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Today
Milk mechanics first pass Milk now has a skim interact option, becomes available after 4 hours in a refrigerated container Converts the milk into two items - skimmed milk and cream Skimmed milk has half the calories, 80% of hydration and half the health Cream has half the calories, 20% of hydration and gives +50% health
Today
Merge from market_terminal_power_fix
Today
Remove failing icon test for marketplace terminal, no longer needed
Today
jellyfish movement shader and tendril lag script
Today
PR: Type-check all arguments of player_manager.AddValidModel Delete SCRIPTNAME and SCRIPTPATH setting code * This is apparently a left over from when SCRIPTNAME and SCRIPTPATH globals existed for the currently executed script. Resolve default cubamap refcounting with recent changes Minor fixes Fixed normals on ConsoleBox models StudioMDL: Adjust behavior of no $cdmaterials * A small fix for internal model paths (modelsrc/ => models/ in generated path) * Tell the user if $cdmaterials is not provided, and display the generated path * Made the generated path have consistent slashes Adjust ConsoleBox05a material to be less reflective Add HDR version of the default cubemap Update localization files Fixed a graceful crash with prop_vehicle_crane Fixed "Invalid HitboxSet" warnings with util.Trace Minor cleanups Bump exe/dll versions
Today
- Apples have a very small chance of surviving (10% chance) if you dont harvest them before harvesting the tree (coconuts will have a much higher chance of surviving) - Removed the chance of fruit to fall when hitting a tree - Natural beehives will still always spawn honeycomb + the swarm when fully harvesting a tree. This behaviour remains unchanged
Today
Adding new sheep animations
Today
Apartment complex set isSafezone to true, fixes not seeing hostile warning when close Remove BlockPlacement tag on prevent building, fixes "too close to apartment complex" construction error not working Remove unused chinook drop zone
Today
Fix compile
Today
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Today
merge from fix_recursive_log -> main
Today
- fix InvalidOperationException from iterating through connections while closing socket - prevent extra error messages from being logged after a connection is closed as the connection is kicked after any exception
Today
Bump exe/dll versions
Junkyard loot room
Today
merge from critter_animals
Today
Add haptic feedback toggle to gamepad options UI
Today
squirrel prefab and animator updates with split idles
Today
remove sleeping from critters, most are active during the night anyways and saves some extra time
Today
Codegen
Today
disable all of rabbit interest, taking up queue budget
Today
Apply haptic feedback branch/shelves.
Today
made ladder hatches skinnable, set up open/close script on them for workshop, will need screenshot code fix and also replacing with new art
Today
merge from render_pipeline_testing
Today
merge from main
Today
fix player eyes in player preview applying fog from the main camera render in RRP