160,570 Commits over 4,566 Days - 1.47cph!

14 Minutes Ago
Merge from UZI 9mm
14 Minutes Ago
Codegen
19 Minutes Ago
Optimize empty room search after blocks are destroyed - track rooms when they have all faces removed and mark as destroyed instead of checking to see if any rooms need to be cleaned up
20 Minutes Ago
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22 Minutes Ago
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23 Minutes Ago
Merge from main
24 Minutes Ago
Adjust recoil, weapon rack config
35 Minutes Ago
Optimize time taken when room occlusion is turned on at runtime (18s -> 4s) - only visit every face once instead of refreshing nearby faces and calculating multiple times
45 Minutes Ago
Merge from livestock_animals
45 Minutes Ago
Merge from shears
46 Minutes Ago
Updated description
46 Minutes Ago
Hitting a sheeps skin with shears won't hurt or startle them (still does small amounts of damage to other entities)
48 Minutes Ago
Merge from main
1 Hour Ago
Optimize network group assignment after a room is recalculated
1 Hour Ago
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1 Hour Ago
Seagull audio tweaks
2 Hours Ago
shear sounds
2 Hours Ago
Merge from swamp_tree_x_improvement
2 Hours Ago
Lowered marker points on swamp_tree_f
2 Hours Ago
Merge from main
2 Hours Ago
Merge from Livestock_animals
2 Hours 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
2 Hours Ago
Only require an infant animal to reach 80% happiness in order to max out potential stat
2 Hours Ago
Add [+firemode] to ReplaceTokens
3 Hours Ago
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3 Hours Ago
Merge from main
3 Hours Ago
merge from fix_sail_guide_mismatch -> main
4 Hours Ago
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4 Hours 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
4 Hours 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
4 Hours Ago
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4 Hours Ago
Move packet batch from Dictionary -> Connection field
4 Hours Ago
main -> mainisland_roaming_scientistboats
4 Hours Ago
boat_targetting_improvements -> main
4 Hours Ago
Various fixes Add ForceActiveViewmodelAnimatorUpdate to viewmodel anim controller
4 Hours Ago
Don't break existing server saves for livestock
4 Hours Ago
fix snap settings styling
5 Hours Ago
improve demo gizmos, add spotlights and demo toolbar
5 Hours Ago
merge from main -> fix_sail_guide_mismatch
5 Hours Ago
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5 Hours Ago
main -> mainisland_roaming_scientistboats
5 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
6 Hours Ago
Fix wool and lead armor insert worldmodel outlines
6 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
6 Hours Ago
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6 Hours Ago
Update: reserialized all Sprite assets, part 10/10
6 Hours Ago
Update: reserialized all Sprite assets, part 9/N
6 Hours Ago
Update: reserialized all Sprite assets, part 8/N
6 Hours Ago
Update: reserialized all Sprite assets, part 7/N
Today
Update: reserialized all Sprite assets, part 6/N