160,552 Commits over 4,566 Days - 1.47cph!

11 Minutes Ago
Lowered marker points on swamp_tree_f
16 Minutes Ago
Merge from main
28 Minutes Ago
Merge from Livestock_animals
29 Minutes Ago
Linux64 build progress * Dedicated server builds successfully VPC script cleanups for Linux64 client Cleanup VPC scripts a bit so they are less messy Remove more unused files from src/lib/ Fixed Linux compile warning to do with colliding macro names More VPC script cleanups StudioMDL Linux32 compile fixes Delete prebuilt vpk_linux32
29 Minutes Ago
Only require an infant animal to reach 80% happiness in order to max out potential stat
32 Minutes Ago
Add [+firemode] to ReplaceTokens
1 Hour Ago
▊ ▅▄▍ ██▆▊ ▊▄▍█ ▌▊ ▉▉▇▌▄█▌█ ▌▊▋▄▄▊▌▅▇ ▄▉▋▇▅▉▊
1 Hour Ago
Merge from main
1 Hour Ago
merge from fix_sail_guide_mismatch -> main
1 Hour Ago
▋ ▊▋▌▌▋ ▋▄ ▆▄▍▉▋ ▋▆▊▇ ▄▉▄▇▌▊▍ ▌▌▋▌▊▌▇▄ ▌▆ ▊▆▌▊▆ ▍▊▆▅▅█▌▆ ▅▋ ▌▄▊ ▍▆▌▍ ▍▌▄▄▄ ▌██▊▌▊▉▄▍▌▊▋▉▇▅▋▉▉▄▉▉▄▋▋▊▅▊█ ▋▇▍ ▊▆▍▌▋▊ ▉▊▅ ▋▄▌▍▇▌▇▌ ▋▆█▇▄█▉▋ ▋▊▍ ▊▄▄ ▇▉▍▄ ▉▊▉ ▇▄▄▍▌▌ ▉▆ ▋▇▋ ▋▌▋▉▍▊ ▊▋ ▇▄▄ ▄▉▍▅▊▋▆▄ ▇▇▋ ▆▇▅██ ▅▊▄█▍▆▆ ▍▆▇▋▊▆▇▋ ▆▉▇▄▉▄▋▅▋ ▄▊▄▇▄ ▉▇ ▇▉▆█▅ ▇▉ ▄▋▆ ▄▍▆▍▉▌ ▍▊█▋▄ ▅▌██▉▆█▇▆ ▌▌▊▄▇▄▍▍
1 Hour Ago
Optimize network thread's batching overhead slightly - during the end of frame flush only set the last batch sent as "immediate" priority - avoids paying the extra 0.4us to wake the RakNet thread after every single batch sent, instead only paying it once for the entire batch
1 Hour Ago
Add unordered batch alongside the ordered one so we keep sending position packets unordered while keeping them batched - my previous commits were incorrect: positions have always been sent unordered
1 Hour Ago
█ ▉▄▍▉▉█▄ ▉▌▊▊ ▅██▍▉▇▅▊█▇ ▇▄█▌▊▅▋ ▉▅▇▆▌ ▋▊▆ ▅▌▄▍▇▄ ▉▄▉█ ▍▇▄█ ▇▋▇▄▄▅▍█ ▋ ▌▆▇▍ ▊▆▇▆ ▊▋▋▇█
2 Hours Ago
Move packet batch from Dictionary -> Connection field
2 Hours Ago
main -> mainisland_roaming_scientistboats
2 Hours Ago
boat_targetting_improvements -> main
2 Hours Ago
Various fixes Add ForceActiveViewmodelAnimatorUpdate to viewmodel anim controller
2 Hours Ago
Don't break existing server saves for livestock
3 Hours Ago
fix snap settings styling
3 Hours Ago
improve demo gizmos, add spotlights and demo toolbar
3 Hours Ago
merge from main -> fix_sail_guide_mismatch
3 Hours Ago
█ ▄▍█▄▉ ▆█ ▋▊▆█▌ ▋▇▊▄ ▇█▆▅▍▊▄ ▇▆▉▅▇▌▍▌ ▍▇ ▋▍▄▆ ▅▆▉▌▄█ ▌▄▄▍▆▊ ▅▍▍▉ ▇▉▇▌▅ ▋▍▄▅▍ ▋█▉▉▍▇▉ ▋▆▅ ▊▆▌▆▆▆▆▉ ▍▊▋ ▍▌ ▇▍▆▊ ▅▄▇▆▉▋ ▅▋█ █▉▄▌▅ ▇▋▋▌▅▋ ▅▊▌▉█ ▅█▅▋▉ ▅▉▊▋█▋▌ ▍▅▉▋ █▋ ▋▊▉▄▉ ▇▆▄▉▋▉██▆▋▌▇▆▍▄▌ ▇▍▇▄▊▊▌▌▊▊▍▊ ▍▄▌ ▌▅▍▌▉▉▊▌▅ ▇▄▉▅▄▌▆▌█▌ █▋ ▆▍▌▋▇▆ ▌▅▉▋█▅ ▌▍▆▇▅█ ▇▋▅▅▋▊ ▄▋▋▌ ▇▅ ▆▄▊▅ ▊▅▄▄▅▆▋▊▊▉▉ ▇▆ ▅▊▍ ▊▍▉▋▉▄▆▆▊ ▊█▄▌▇▉██▊▆▄▆▄ ▇▄ ▍██ ▆▄▊█▊▅██
3 Hours Ago
main -> mainisland_roaming_scientistboats
3 Hours Ago
first pass at seagull "groups" - groups (animators+rigs) are different than "flocks" (shader animation), flocks stay up high in the sky, groups actually land - groups land at "interest points" which are components that can be placed in scenes/prefabs - groups are a single entity, with multiple gulls, similar to a swarm, except they actually have hitboxes - if you come close a group of gulls, they will startle and fly off, at a sufficient distance they turn into a "flock" - after a wait time, the groups will come down to land at a new interest point, and transition from a flock back into a group - individual birds can be shot while in a "group", with ragdolling corpses - also various improvements to flock movement
4 Hours Ago
Fix wool and lead armor insert worldmodel outlines
4 Hours Ago
Merge: from reserialize_sprites - Update(editor): reserialized all Sprite assets to stop unexpected modifications (meta changes only) Tests: spot checked a bunch of metas
4 Hours Ago
▋ ▌▉▋▆█ ▉▌ ▍▇▋▉▄ ▄▌▆▍ ▆▍▍▋█▇▌ ▍▍▆▄▅▉▊▇ ▌▍ ▉▉█▋▊ ▄▇▉▉▆▌ ▉▇▄▌█▋▅ ▍▇▇▇ ▉▊ ▋▇▆▉▋█▋ ▇ ▋▄█▆▋ ▅▉▍▊▆▌▅ ▍▇ ▉▅▅ ▋▌█▇█▉▆ ▄▋▍▇▌▌ ▌▅▉█▌ ▆▉▉▊▉▊ ▄▋ ▅ █▇▊█ ▋▄▇▍▉▆▄ ▆▉▆▆▄▆▅▅▋▇▊▊▉█▆▉▊▄▆▌▆▋▇▋▋▅█ ▉▋▉ ▌▉▆█ ▊▋▇ ▇▊▇█ ▍▍▋▌ ▋▅▄█ ▉▋▍▇█ ▋█ ▅█▉▌ ▋▉▇▆▉▄█▄ ▋▉▆▆█▌▇▇▋▊▍▍▍█▅
4 Hours Ago
Update: reserialized all Sprite assets, part 10/10
4 Hours Ago
Update: reserialized all Sprite assets, part 9/N
4 Hours Ago
Update: reserialized all Sprite assets, part 8/N
4 Hours Ago
Update: reserialized all Sprite assets, part 7/N
4 Hours Ago
Update: reserialized all Sprite assets, part 6/N
4 Hours Ago
Final nailgun adjustments
4 Hours Ago
Update: reserialized all Sprite assets, part 5/N
4 Hours Ago
Update: reserialized all Sprite assets, part 4/N
4 Hours Ago
Update: reserialized all Sprite assets, part 3/N
4 Hours Ago
Update: reserialized all Sprite assets, part 2/N
4 Hours Ago
Update: reserialized all Sprite assets, part 1/N Tests: spot checked 10-15 metas
4 Hours Ago
Double Barrel Shotgun - Added sights to worldmodel (long overdue)
4 Hours Ago
Nail visual projectile tweaks.
5 Hours Ago
Tweak on nailgun attack FX.
5 Hours Ago
merge from main
5 Hours Ago
Merge: from consolidate_onitemremovedfromstack - Bugfix: added missing invokes for OnItemAddded/RemovedFromStack Tests: unit tests + automated tests
5 Hours Ago
Update: refresh server test list Tests: ran my new tests
5 Hours Ago
Fix caboose lights missing their volumetric beams the first time you turn them on with the light switch Caused by AmbientLightLOD skipping the first faded toggle after an instant one
5 Hours Ago
lamb sprint animation test
5 Hours 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
5 Hours Ago
Bugfix: make sure we call onItemAddedToStack when using ItemContainer.AddItem Tests: unit + auto tests
6 Hours 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
6 Hours Ago
▍▋▍▊▄▆▉ ▋▆ ▇▋▌▌▇▆ ▉▍▊▍▆▋▄▍ ▉▅█