155,854 Commits over 4,536 Days - 1.43cph!

1 Hour Ago
Minor cleanup in cl_voice.lua Wipe vertex buffers on lock Fixed wood_spool01.mdl prop data and smoothing groups
1 Hour Ago
Launch site, trainyard and radtown power grid rooms
1 Hour Ago
Hide cow trust and gender by default (can be toggled by admin)
Rin
1 Hour Ago
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2 Hours Ago
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2 Hours Ago
fix turtle swimming movement (in a lot of ways) fix not working in shallow waters fix turtle swimming into terrain
2 Hours Ago
- Stripped arm mesh from 148 viewmodel files - Updated 169 viewmodel prefabs + remvoed dead mesh links
3 Hours Ago
Update(editor): StoreBundleTool - add in logic to generate BlurHash for dynamic sprites Tests: works, but slow and produces wrong hashes
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
Fix runtime livestock pattern not matching the ranges Taylor designed (partial commit part 2)
3 Hours Ago
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3 Hours Ago
New CountBy admin command that returns the same count as DeleteBy but without deleting entities
4 Hours Ago
bull/calf/cow use old bias map
4 Hours Ago
Fix runtime livestock pattern not matching the ranges Taylor designed
4 Hours Ago
- Fix inbred procedural texture being applied to healthy cows, and actually inbred cows looking healthy - Disable srgb for cows bias maps
4 Hours Ago
Re-add livestock pattern tester script (to add to cow lod 0)
5 Hours Ago
- Gate all prediction errors behind a preafb - if prediction fails, just dont bother with it
5 Hours Ago
Converted the light bins into bitmasks that contain light indices to reduce the overall memory overhead of light binning
5 Hours Ago
Merge from render_pipeline_testing (fixed)
5 Hours Ago
Re-apply improved hair and beard rendering cleanly
5 Hours Ago
Merge from main
5 Hours Ago
Subtract borked changeset
6 Hours Ago
Merge from fuse_analytics_fix
6 Hours Ago
Merge from render_pipeline_testing
6 Hours Ago
Pass on penned cow with unreachable distractors around: - Fix curious cows being so curious they forget to eat - Walk to herd now check multiple cows not just nearest one (else it gives up at first unreachable) - Walk to trough now checks multiple troughs not just nearest one - Prevent bull from charging unreachable targets - Happy run wanders if player target is unreachable
6 Hours Ago
Correction to the player element returned for fuses
6 Hours Ago
Reverted that line
6 Hours Ago
Updated calf prefabs with new mesh and materials. updated bull bias map
6 Hours Ago
merge from sv_console_terminal_fix
6 Hours Ago
Added more guardrails
6 Hours Ago
Update rust native for all platforms
Today
Make server own visibility for the livestock status panel not client, so only server decide if we want to hide genes or not client has no say
Today
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Today
merge from sv_console_terminal_fix x2
Today
Added more OS-specific guardrails and merged a few #ifs 🤞
Today
RRP: Massively improved hair and beard rendering when TAA or DLSS are enabled. All other anti-aliasing modes now use simple cutout to appear less noisy.
Today
Hopefully fixed cubemap issues on Linux and AMD GPUs Temporarily disable (32bit) MacOS builds * Maybe not so temporarily
Today
Subtract 163953
Today
merge from main
Today
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Today
Merge from animal_fencing_v2
Today
Animal fence inventory sounds.
Today
Update: back every dynamic sprite url in store with a blur hash field Going to setup data next Tests: compiles
Today
WR config compile fix
Today
Put the livestock server code back behind #if SERVER
Today
add nullcheck for `playable is invalid` error kicking players out
Today
Fix throwing 3p anim still playing when switching between items
Today
Update: license file for blurhash Tests: none
Today
Update: HttpImage - add option to generate loading image from BlurHash - using bf58763 release dll from from https://github.com/MarkusPalcer/blurhash.net - add debug convar shop.loaddelay to test loading images - Stop UI_StoreItemTile from deactivating it's cover image - httpImage no longer hides it's targetted image when loading a texture if it has a loading texture Tests: navigated and clicked through various store views