159,530 Commits over 4,566 Days - 1.46cph!

Somewhat experimental optimisation pass: Tattoo textures are compressed and generate mipmaps. Reduces a tattooed player's cost from +8.4mb in ram and +8.4mb in vram to +2mb (just in vram) compared to non-tattooed players
Merge from orbitcam_scrollwheel_hog
Zooming with scroll wheel whilst using the 3p orbit cam (holding alt in 3p) now consumes all scroll wheel input Stops inventory hotbar from being cycled whilst zooming the camera
Setup 3p attach anims Beancan, bee, smoke, supply signal and flashbang now use the grenade animation subsystem
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Fix attached grenades having a delay until becoming visible Attached grenades are visible once a "attach_reveal" viewmodel anim event fires If the event happens before the actual grenade is spawned, show a predicted attached grenade until the real one spawns If the actual grenade is spawned before the event, hide the actual grenade until we get that event
Today
ToGL can now build using GCC14 * I pushed too soon accidentally Fixed FreeImage not building on Windows now (oopsie) Minor changes to build scripts * Can now almost build on vanilla SteamRT 4
Today
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Today
merge from fruit_trees
Today
merge from main
Today
merge from fruit_trees
Today
merge from render_pipeline_testing
Today
set up empty renderer data for chippy camera, fixes viewmodel rendering inside chippy
Today
S2P tropical Island 2 + 3
Today
Try to add the file path to CWin32ReadOnlyFile::FS_fread warnings LuaJIT and Bootil can build using GCC14 VPC builds using latest GCC, and does so successfully with GCC14 Game can now build using GCC14
Today
merge from main
Yesterday
Update all skin materials with tattoo values, tattoo enabled defaulted to off
Yesterday
fix the contact shadows option being removed by mistake
Yesterday
Male body material setups
Yesterday
add preview material tattoo option for easier testing
Yesterday
merge from main -> optimize_position_update
Yesterday
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Yesterday
Add leans to cow and sheep
Yesterday
Branch with _HasTattoo so non-tattooed players don't cost any extra
Yesterday
Cherrypick 167668 scarecrow error fix
Yesterday
Share "wait for navmesh" between fsms
Yesterday
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Yesterday
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Yesterday
Merge from main
Yesterday
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Yesterday
Fix wounded head IK not pointing up/down anymore, also fix pooling issues with players mid turns
Yesterday
meta files that keep appearing
Yesterday
Warhead Garage Door - Made busy colliders movement a lot more granuar and precise
Yesterday
Shears animation polish pass
Yesterday
merge from critters_cleanup
Yesterday
add colour variations to crabs - with a very small chance at seeing a rare blue crab
Yesterday
Start work to share states on fsms, share dead state, repellant flee state, and debug move state
Yesterday
hide HP bar for dead critters
Yesterday
warhead garage door anim improved
Yesterday
Tattoo fading pass Irritation converts to blur over fade to reuse existing samples This is baked in the tattoo compositor (on the GPU if possible) so old tattoos stay blurred while new tattoos are sharp Faded tattoos also gain a blue/green tint as if the pigment has faded All somewhat experimental and subject to performance benchmarks
Yesterday
fix jobs errors for crabs and jellyfish
Yesterday
fix jellyfish SSS
Yesterday
3-solver mixed-BC setup on plague hazmat for testing
Yesterday
debug tooling-
Yesterday
fix rabbits animation transition from interested to startled fix jellyfish prefab name being "crabs"
Yesterday
Cleanup unused frog assets
Yesterday
rust 13th balloons - updated crate clumped balloon texture - updated material - updated mixed clump icon
Yesterday
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Yesterday
Merge from gamemode_clans_restrictions