155,853 Commits over 4,536 Days - 1.43cph!

46 Minutes 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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1 Hour Ago
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1 Hour 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
2 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
3 Hours Ago
bull/calf/cow use old bias map
3 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)
4 Hours Ago
- Gate all prediction errors behind a preafb - if prediction fails, just dont bother with it
4 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
5 Hours Ago
Merge from fuse_analytics_fix
5 Hours Ago
Merge from render_pipeline_testing
5 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
5 Hours Ago
Correction to the player element returned for fuses
5 Hours Ago
Reverted that line
5 Hours Ago
Updated calf prefabs with new mesh and materials. updated bull bias map
5 Hours Ago
merge from sv_console_terminal_fix
5 Hours Ago
Added more guardrails
6 Hours Ago
Update rust native for all platforms
6 Hours Ago
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
6 Hours Ago
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6 Hours Ago
merge from sv_console_terminal_fix x2
6 Hours Ago
Added more OS-specific guardrails and merged a few #ifs 🤞
6 Hours Ago
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.
6 Hours Ago
Hopefully fixed cubemap issues on Linux and AMD GPUs Temporarily disable (32bit) MacOS builds * Maybe not so temporarily
6 Hours Ago
Subtract 163953
6 Hours Ago
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
Today
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