255,216 Commits over 3,990 Days - 2.67cph!
deployed Beehive new collider and prevent building volume
Merge from crafting_update
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Merge: from main
Tests: none, no conflicts
Disabled chicken mesh by default on trophy prefab
bees -> crafting_update (needs codegen)
Bound new SSS profile to natural beehive.
Merge from small trophy chicken head update
Swapped protobufer index to try and avoid conflicts
Don't discard the whole spawn group if the first valid point is out of the navmesh, fall back to the next points unless they are all out of navmesh
Fixed overly large not in sphere check on deployable hive
Glock tweaks: fixed aim cone, secondary fire increases aimcone, increased fire rate (0.25 - 0.2)
Small texture optimization on the natural beehive.
Gave it a bespoke SSS profile, for a more delicious honey look.
Cull natural beehive particles at distance
Chicken ragdoll axis/stability tweaks
Smaller sample position to prevent being spawned on junkpile_base when it's underground
Update logic in PlayerInventory.DropCoffin and do a network refresh on the carryables after we set Enabled to false
- Simplify client progress on the beehive side (just show it as a direct value in load rather than trying anything fancy)
Ensure we only process snapshot clusters if the sending connection has control / owns the object. Update refresh message snapshot id check to use latest logic.
Dont share the same tokens as the tooltips
fridge power light
currently sitting at the bottom front to prevent clipping at the back
will need proper setup
reuising the power light mesh/materials from the seismic detector
Merge: from profiling_improvements
- makes the Linux binaries compatible with more distros (Ubuntu 20.04, Debian 12)
Tests: ran in Ubunti 20.04 and 24.04 via WSL. Took snapshots and opened them in perfetto.
Update: ServerProfiler now usable on older Linux distros
- Binaries built using revision 45d79338
Should work on Debian 12.
Tests: Ran on WSL Ubuntu 20.04 and Ubuntu 24.04 and took snapshots - all worked.
Updated Chicken Head on Small Hunting Trophy
Set dropToGround to true for junkpile scientists spawn points, in case the navmesh is below ground
Update: make linux build work with default 20.04 distribution(GCC 9.4)
* Building targetting c++2a standard
* dropped <format> use
Tests: launched the server on ubuntu 20.04 and 24.04 and checked snapshots
Update: readme notes Ubuntu 20.04 use
Required to make the .so usable across more distros (like Debian 12)
Update: make linux build work with default 20.04 distribution(GCC 9.4)
* Building targetting c++2a standard
* dropped <format> use
Tests: launched the server on ubuntu 20.04 and 24.04 and checked snapshots
Update: readme notes Ubuntu 20.04 use
Required to make the .so usable across more distros (like Debian 12)
Potential fix for "failed to create agent because it is not close enough to the navmesh" error spawm
Fix some deployment issues with single plant pot
Fix log spam from possible endless recursion detected
Update SnapshotState check for newer incoming snapshot packet to properly handle wraparound on snapshot id
set all anims to none in Holdtype.None controller
Rename convar used to gate the logs, correct oversight in the potential fix
SwitchAway when running out of ammo
Satchel Charge: discard TriggerExplode if the player's already dead
Potential fix for server OOM caused by log spamming in SenseComponent, hypothesised to be null fire entity
Fall damage killfeed icon
Log on fall damage
Append any damage tags to kill message logs
Merge: from main
Tests: none, no conflicts
Adjust tripmine damage falloff a bit
merge from terrain_ignore_grid
Fix scientists spawning out of navmesh
Tripmine/grenades switch away when you've used the last one