158,462 Commits over 4,566 Days - 1.45cph!

32 Minutes Ago
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
44 Minutes Ago
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
1 Hour Ago
merge from horse_optims
1 Hour Ago
Fixed SM_DisableHorseProceduralMotion OnStateEnter allocs...
1 Hour Ago
Fixed SM_DisableHorseProceduralMotion OnStateExit allocs
1 Hour Ago
merge from horse_optims
2 Hours Ago
Well actually lets drop the sounds from missed rays because that meant all the shit at 0,0,0 would be audible now
2 Hours Ago
Fixed missed rays spawning the footstep sounds at 0,0,0 🙃
2 Hours Ago
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
2 Hours Ago
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)
3 Hours Ago
- Re-add reload - Fix rear turret not aiming down sights properly - Setup viewmodel controllers
4 Hours Ago
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
4 Hours Ago
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4 Hours Ago
Cherrypick 166476 -> turret_viewmodels
4 Hours Ago
Initial support for mounted turret viewmodels - This will stop PT Boat turrets from having stuttery movement/glitchy rendering
4 Hours Ago
Merge from animal_purchase_sfx
4 Hours Ago
Added the purchase sfx when selling wool or animals
4 Hours Ago
Fix mortar desync
5 Hours Ago
Fixed UICompass copying its mat properties every frame, saves ~0.05ms a frame
5 Hours Ago
Merge from animal_mounting_improvements
5 Hours Ago
Animals now dismount to the closest point of the requesting player Animals will now do a physics check before dismounting, so they won't dismount through a modular car module if the flatbed is positioned between two modules (eg. cockpit<->flatbed<->storage) Added toasts if an animal can't be mounted or dismounted due to these conditions to give players feedback
5 Hours Ago
Prevent FlexVirtualScroll from running its LateUpdate when its parent canvas is disabled. Saves ~0.04ms a frame
6 Hours Ago
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6 Hours Ago
merge from main
Today
Test lists
Today
We now take a screenshot when a client test fails
Today
Better tree tests
Today
Fix tool cupboards still showing on the map if the replicated convar for max TCs is disabled at runtime
Today
merge from render_pipeline_testing
Today
stop deploy guides from rendering into the lighting reflection probe in RRP
Today
Better gun tests
Today
Block envmap and lightprobe commands from Lua Replace usages of string.Explode with string.Split Properly fix env_microphone missing closed captions Make dedicated server workshop cleanup do it in correct folder * Was cleaning cache/workshop/ while saving files to cache/srcds/ * This separation helps ME PERSONALLY when running dedicated servers from the client install Fixed some dupes/saves/demos not loading * Specifically when they only have a single tag - Dupe, Save OR Demo Added more decompression self checks * Removed FastLZ fallback decompression attempt from util.Decompress - I don't think anything out there can actually hit it. Oldest dupes/saves on the workshop already use LZMA. util.Compress used LZMA since 2014
Today
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- Rewrite PT Boat to be in the form of BallistaGun rather than the custom overcomplicated stuff I originally did (shrinks 2000~ line file down to around 300~) - Split BallistaGun off into BaseMountedUseable and BaseMountedWeapon - Cannon is now a BaseMountedWeapon rather than BallistaGun - Mortar is still a cannon - Rename MountedWeapon to PTBoatTurret - Remove shitty weapon set system
Today
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Today
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Today
merge from vm_alloc_fix
Today
fix viewmodel skins no longer working with the allocation fix. skins work again and allocations still fixed
Today
Container tests, opens every container in the game Deleted furnace_static, its unused and cant be opened
Today
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Today
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Today
Description pass and cleanup
Today
Merge from render_pipeline_testing
Today
Fixed an issue with the shadow cascade normal bias, added a cap for it and fixed the fading at the edge of the last cascade. Also fixed an issue with shadows looking too noisy when using medium shadow quality
Today
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Today
merge from moo_tweaks
Today
Cows moo less: idle animations can now be weighted
Today
wip viewmodel anims, animator updates