160,507 Commits over 4,566 Days - 1.46cph!

14 Minutes Ago
lamb sprint animation test
16 Minutes 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
17 Minutes Ago
Bugfix: make sure we call onItemAddedToStack when using ItemContainer.AddItem Tests: unit + auto tests
25 Minutes 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
27 Minutes Ago
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27 Minutes 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
28 Minutes Ago
merge from cui_blur_fix2
28 Minutes Ago
Fixed allocations in SortBlurredLayers
38 Minutes 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
41 Minutes Ago
Merge from Wool_ArmourInsert
43 Minutes Ago
merge from main
44 Minutes Ago
Merge: cherry pick 169367 + 169368 from itemmanager_immediateremove Moves all onItemRemovedFromStack calls to Item methods (SplitItem, UseItem, MoveToContainer) Tests: auto tests
46 Minutes Ago
Unfuck merge
52 Minutes Ago
merge from scrap_king_building_skin - raised colliders on roof overhang
57 Minutes 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
58 Minutes 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.
1 Hour Ago
waterpistol_fix -> main
1 Hour Ago
Fix waterpistol error during manifest generation
1 Hour Ago
scrap king - updated roof bottom edge colliders
1 Hour Ago
Per shadow split foliage culling test
1 Hour Ago
Bugfix: fix potential cases of use-after-free related to ItemModConsumable.DoAction Tests: consumed berries, water, flask (discovered new source of issues >.>)
1 Hour Ago
merge from main
1 Hour Ago
Update: test list export Tests: none, trivial change
1 Hour 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
1 Hour Ago
1 Hour Ago
merge from fruit_trees
1 Hour Ago
exported test anim for seagull land
2 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.
2 Hours Ago
Add SocketMod_Renovation Reno device can be deployed, successfully changing wall to door after a duration.
2 Hours Ago
merge from main
2 Hours Ago
Fix beehive.natural kill warning. Removed apples from oak_d. Increased apple spawn chance on oak_e to 50% to compensate.
3 Hours Ago
merge from socialmenu_perf_fixs
3 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
3 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.
3 Hours Ago
update from main
3 Hours Ago
more keyframe code cleanup
3 Hours Ago
merge from seagull_update
3 Hours Ago
Merge from livestock_animals, fix slow leading, cows clipping through walls, sheep starving, old animals sleeping or attacking from far away
3 Hours Ago
Merge from livestock_animals, fix slow leading, cows clipping through walls, sheep starving, old animals sleeping or attacking from far away
3 Hours Ago
merge from render_pipeline_testing
3 Hours Ago
Merge from main
3 Hours Ago
potential fix for contacts mugshots weirdness on first render
3 Hours Ago
Prevent cows and bulls from pushing you when you lead them
3 Hours Ago
nuke more unused code
4 Hours Ago
-clean up input handling between dolly/director/sandbox -throw all demo session code into #if CLIENT -remove old timeline grid
4 Hours Ago
- fix invisble players after switching demoui2 scenes - fix baked animation clips not being cleaned up properly - fix weather settings not being applied - backup scene save files if they can't be read. - a bunch of curve editor fixes - clean up a lot of per frame updates for options that aren't needed
4 Hours Ago
Bugfix: batch of potential use-after-free fixes for Item.LoseCondition Just one dangerous method left (plz no more) Tests: industrial + turret automated tests
4 Hours Ago
added wool armour plate, worldmodel/LODs. materials/textures. Icon and prefab setup will need values adjusting - used wood as a base.
4 Hours Ago
merge from aibrain_sleep_spawn_fix
4 Hours Ago
AI movement tick is not ran on AI init if they are sleeping on spawn - long-standing bug, because Think never runs on sleeping AI a destination is never actually set and movement tick is wasted processing