158,493 Commits over 4,566 Days - 1.45cph!

26 Minutes Ago
merge from main
35 Minutes Ago
renamed skull wall light folder to skull wall lamp, rebuilt manifest, updated engine.json for spooky decor bundle, added temporary store icons
45 Minutes Ago
Merge from livestock_potential
46 Minutes Ago
Fixed failing tests
56 Minutes Ago
Merge from light_fixes
1 Hour Ago
Fix prefabID on c
1 Hour Ago
merge from ghostshiptodlighting
1 Hour Ago
Reapply the stomped test testlist
1 Hour Ago
merge from main stomped TestLivestockPrefabs
1 Hour Ago
merge from storepage_plaguedoctor
1 Hour Ago
merge from cargolightingfix
1 Hour Ago
merge from elevatorlightfix
1 Hour Ago
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1 Hour Ago
Wire and decal pass for Small Random Room K. Fixed broken boiler room prefab links.
1 Hour Ago
merge from world_setup_hierarchy
1 Hour Ago
Fix light c and d wiring: All lights were referencing the red light
1 Hour Ago
Merge from main
1 Hour Ago
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1 Hour Ago
merge from main
2 Hours Ago
stronger recursion checks
2 Hours Ago
Merge from main
3 Hours Ago
Merge from main
4 Hours Ago
Merge from cctv_postfx_fixes
4 Hours Ago
Fix cctv blur fade and adjust colour mixer to match BIRP
5 Hours Ago
Excluded automated test bundle file in release builds from steam depot scripts
Today
Merge from livestock_potential
Today
Cap potential if the animal has no mother (found in wild/bought from vendor) You will only be able to sell the subsequent generation of animals Configurable with livestock.potentialUnbredCap
Today
Merge from livestock_potential
Today
Dialogue setup bits
Today
Modified potential so it slowly increases and decreases based on if the current happiness is higher or lower than potential Takes 10 minutes to go from 0->100 if happiness is 100 Takes 15 minutes to go from 100 -> 0 if happiness is 0
Today
New stat for animals - potential Starts at 0 and and can only be modified while an animal is a child Potential is the average happiness over time of an animal, gets locked in once they become and adult Wild and purchased animals have 0 potential Vendor sales are multiplied by potential, animals with potential of 0 cannot be sold
Today
merge from horse_optims
Today
Fixed SM_DisableHorseProceduralMotion OnStateEnter allocs...
Today
Fixed SM_DisableHorseProceduralMotion OnStateExit allocs
Today
merge from horse_optims
Today
Well actually lets drop the sounds from missed rays because that meant all the shit at 0,0,0 would be audible now
Today
Fixed missed rays spawning the footstep sounds at 0,0,0 🙃
Today
Animal footsteps raycast optims: - On dry terrain, we read the terrain splat map instead of raycasting, one ray every 2 meters to check the animal is still on terrain - If not on terrain (rocks, base, water) we just do one ray instead of 4 - If the animal is in water, we still play the effect past the audible range to make sure you can see the water splash effects 5 wolves running around on grass, 80% less raycasts ~0.115 -> ~0.08 ms
Today
Skip footstep effect spawning and only keep the sound if they're fully invisible It cuts all the effect spawning on grass for all animals Wolf footstep playing in editor: ~0.15ms -> ~0.11ms (this is not applied if music is enabled because aggressive animals footstep effects increase music intensity when nearby)
- Re-add reload - Fix rear turret not aiming down sights properly - Setup viewmodel controllers
Today
Fixed all wild animals in network range casting rays for their footsteps effects regardless of distance (if occlusion culling disabled) We now match the footstep sound def max hearing distance before casting the ray (around 50 meters) Was spending 0.5ms and 1.2KB every frame for 4 animals
Today
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Cherrypick 166476 -> turret_viewmodels
Initial support for mounted turret viewmodels - This will stop PT Boat turrets from having stuttery movement/glitchy rendering
Today
Merge from animal_purchase_sfx
Today
Added the purchase sfx when selling wool or animals
Today
Fix mortar desync
Today
Fixed UICompass copying its mat properties every frame, saves ~0.05ms a frame