160,530 Commits over 4,566 Days - 1.46cph!

14 Minutes Ago
main -> mainisland_roaming_scientistboats
18 Minutes 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
45 Minutes Ago
Fix wool and lead armor insert worldmodel outlines
1 Hour 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
1 Hour Ago
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1 Hour Ago
Update: reserialized all Sprite assets, part 10/10
1 Hour Ago
Update: reserialized all Sprite assets, part 9/N
1 Hour Ago
Update: reserialized all Sprite assets, part 8/N
1 Hour Ago
Update: reserialized all Sprite assets, part 7/N
1 Hour Ago
Update: reserialized all Sprite assets, part 6/N
1 Hour Ago
Final nailgun adjustments
1 Hour Ago
Update: reserialized all Sprite assets, part 5/N
1 Hour Ago
Update: reserialized all Sprite assets, part 4/N
1 Hour Ago
Update: reserialized all Sprite assets, part 3/N
1 Hour Ago
Update: reserialized all Sprite assets, part 2/N
1 Hour Ago
Update: reserialized all Sprite assets, part 1/N Tests: spot checked 10-15 metas
1 Hour Ago
Double Barrel Shotgun - Added sights to worldmodel (long overdue)
1 Hour Ago
Nail visual projectile tweaks.
1 Hour Ago
Tweak on nailgun attack FX.
2 Hours Ago
merge from main
2 Hours Ago
Merge: from consolidate_onitemremovedfromstack - Bugfix: added missing invokes for OnItemAddded/RemovedFromStack Tests: unit tests + automated tests
2 Hours Ago
Update: refresh server test list Tests: ran my new tests
2 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
2 Hours Ago
lamb sprint animation test
2 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
2 Hours Ago
Bugfix: make sure we call onItemAddedToStack when using ItemContainer.AddItem Tests: unit + auto tests
3 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
3 Hours Ago
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3 Hours 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
3 Hours Ago
merge from cui_blur_fix2
3 Hours Ago
Fixed allocations in SortBlurredLayers
3 Hours 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
3 Hours Ago
Merge from Wool_ArmourInsert
3 Hours Ago
merge from main
3 Hours Ago
Merge: cherry pick 169367 + 169368 from itemmanager_immediateremove Moves all onItemRemovedFromStack calls to Item methods (SplitItem, UseItem, MoveToContainer) Tests: auto tests
3 Hours Ago
Unfuck merge
3 Hours Ago
merge from scrap_king_building_skin - raised colliders on roof overhang
3 Hours 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
3 Hours 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.
3 Hours Ago
waterpistol_fix -> main
3 Hours Ago
Fix waterpistol error during manifest generation
3 Hours Ago
scrap king - updated roof bottom edge colliders
3 Hours Ago
Per shadow split foliage culling test
4 Hours Ago
Bugfix: fix potential cases of use-after-free related to ItemModConsumable.DoAction Tests: consumed berries, water, flask (discovered new source of issues >.>)
4 Hours Ago
merge from main
4 Hours Ago
Update: test list export Tests: none, trivial change
4 Hours 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
4 Hours Ago
4 Hours Ago
merge from fruit_trees
4 Hours Ago
exported test anim for seagull land