160,513 Commits over 4,566 Days - 1.46cph!

20 Minutes Ago
Nail visual projectile tweaks.
42 Minutes Ago
Tweak on nailgun attack FX.
59 Minutes Ago
merge from main
1 Hour Ago
Merge: from consolidate_onitemremovedfromstack - Bugfix: added missing invokes for OnItemAddded/RemovedFromStack Tests: unit tests + automated tests
1 Hour Ago
Update: refresh server test list Tests: ran my new tests
1 Hour Ago
Fix caboose lights missing their volumetric beams the first time you turn them on with the light switch Caused by AmbientLightLOD skipping the first faded toggle after an instant one
1 Hour Ago
lamb sprint animation test
1 Hour Ago
Fix LightGroupAtTime pooling bugs, caused caboose lights to become darker on reuse Cache authored light intensities once at the start, later they could be changed from their defaults when coming out of the pool
1 Hour Ago
Bugfix: make sure we call onItemAddedToStack when using ItemContainer.AddItem Tests: unit + auto tests
1 Hour Ago
Rework previous fix for entities that were forced dynamic due to being parented never resetting the flag when pooled New IPoolReset interface that Poolable calls when entering the pool to reset cached behaviours, instead of multiple GetComponentsInChildren in ResetState Also reset RendererBatch disabled flag set by parenting so that a pooled instance can batch again after reuse
1 Hour Ago
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1 Hour Ago
New targetting system for ai scientists: - Remembers locations of previously lost targets - Auto switches between visible players if it loses its main target - Ai scientists will keep attacking even if the target hides - More stable/fun overall
1 Hour Ago
merge from cui_blur_fix2
1 Hour Ago
Fixed allocations in SortBlurredLayers
1 Hour Ago
Raised the UI blur capture limit from 4 to 6 per frame CUI blurs only take a capture of their own when they cover UI drawn before them CUI blur sorting runs once per frame instead of on every AddUI/DestroyUI
1 Hour Ago
Merge from Wool_ArmourInsert
1 Hour Ago
merge from main
1 Hour Ago
Merge: cherry pick 169367 + 169368 from itemmanager_immediateremove Moves all onItemRemovedFromStack calls to Item methods (SplitItem, UseItem, MoveToContainer) Tests: auto tests
1 Hour Ago
Unfuck merge
1 Hour Ago
merge from scrap_king_building_skin - raised colliders on roof overhang
1 Hour Ago
Copied over my item setup from woolarmorinsert. tech tree, crafting cost. - 20 wool to craft - 3 cold, 2 melee, 1 projectile protection - Tier 1 tech tree
1 Hour Ago
Added renovation saw item/prefab/entity. Rennovation saw now shows cut track on construction. Saw follows track,emitting sparks and leaving a glowing trail. Visual progress matches timers. Setup placeholder cutting audio.
2 Hours Ago
waterpistol_fix -> main
2 Hours Ago
Fix waterpistol error during manifest generation
2 Hours Ago
scrap king - updated roof bottom edge colliders
2 Hours Ago
Per shadow split foliage culling test
2 Hours Ago
Bugfix: fix potential cases of use-after-free related to ItemModConsumable.DoAction Tests: consumed berries, water, flask (discovered new source of issues >.>)
2 Hours Ago
merge from main
3 Hours Ago
Update: test list export Tests: none, trivial change
3 Hours Ago
Update: standardize ItemContainer.onItemRemovedFromStack calls - added auto test for storage monitor Removes a blocker for immediate item removal logic (and saves us headaches in the future) Tests: auto tests
3 Hours Ago
3 Hours Ago
merge from fruit_trees
3 Hours Ago
exported test anim for seagull land
3 Hours Ago
S2P All tropical islands, both ranches, outpost, sat dish and apartment complex. This fixes those scenes using older versions of the apple/coconut trees.
3 Hours Ago
Add SocketMod_Renovation Reno device can be deployed, successfully changing wall to door after a duration.
3 Hours Ago
merge from main
3 Hours Ago
Fix beehive.natural kill warning. Removed apples from oak_d. Increased apple spawn chance on oak_e to 50% to compensate.
4 Hours Ago
merge from socialmenu_perf_fixs
4 Hours Ago
Virtualised the friend sections so we don't have a ton of prefab instantiated Changed the friends name sort to ordinal ignore case 1000 friends rebuild, menu opened: ~159ms -> ~14ms
4 Hours Ago
Subtract current wind swaying implementation for the apple trees. Going to explore doing this with a shader in the future instead as the current implementation can be expensive.
4 Hours Ago
update from main
4 Hours Ago
more keyframe code cleanup
4 Hours Ago
merge from seagull_update
4 Hours Ago
Merge from livestock_animals, fix slow leading, cows clipping through walls, sheep starving, old animals sleeping or attacking from far away
4 Hours Ago
Merge from livestock_animals, fix slow leading, cows clipping through walls, sheep starving, old animals sleeping or attacking from far away
4 Hours Ago
merge from render_pipeline_testing
4 Hours Ago
Merge from main
4 Hours Ago
potential fix for contacts mugshots weirdness on first render
4 Hours Ago
Prevent cows and bulls from pushing you when you lead them
4 Hours Ago
nuke more unused code