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157,782 Commits over 4,566 Days - 1.44cph!

11 Minutes Ago
exported new jog anims
12 Minutes Ago
first pass on reactive BirdFlocks - fly around in swarms with code similar to crabs and jellyfish - avoid obstacles and players - boid movement patterns - slightly more realistic flapping, with less flapping when angling down and more when climbing
19 Minutes Ago
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23 Minutes Ago
fix for fire anim freezing
32 Minutes Ago
Added new sounds to both seagull and crow flocks
44 Minutes Ago
Reduced the cascade fade to prevent hash shadow cut-off when aiming or changing FOV
1 Hour Ago
Update: add pool.debug_mem_start/_stop to help track down leaks/spills Tests: booted to craggy, tried tracking List`1[System.Single
1 Hour Ago
Add support for the right-side icons on the map screen. Pressing dpad left/right shifts focus. Added glyphs. Added missing tooltips for some of the existing icons so they show correctly when navigating. Misc fixes
1 Hour Ago
Merge from render_pipeline_testing
1 Hour Ago
Cherry Pick (168771) - Floating point issue with aniso highlights
2 Hours Ago
merge from main
2 Hours Ago
UZI AO Fix
3 Hours Ago
Merge from mixingcooking_ui
3 Hours Ago
Merge from main
3 Hours Ago
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3 Hours Ago
Bunch of fixes
3 Hours Ago
Updated M1 Garand blockout to match real world dimensions
3 Hours Ago
merge from ramp_deploy_fix
3 Hours Ago
Fixed triangle foundation deployable on top of brutalist ramps
3 Hours Ago
Added FN FAL mesh blockout
4 Hours Ago
Added M1 Garand blockout mesh
4 Hours Ago
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4 Hours Ago
merge from viewmodel_skinning_update
4 Hours Ago
- Cleanup - Fixes stopping treating base player npcs like humans
4 Hours Ago
- Add player support - Add two seperate controls: one to decide off/on without globals/on with globals, another to control how much players are included in the lods: off/on only at far distances/on
4 Hours Ago
Hemp colourblind variants.
4 Hours Ago
merge from stoneframe_colliders_fix
4 Hours Ago
merge from skinviewer_bg_fix
4 Hours Ago
merge from ramp_deploy_fix
4 Hours Ago
merge from buildingblock_overhangs_fix
4 Hours Ago
merge from parentedwires_fix
4 Hours Ago
Fixed ramps being blocked by a ramp up to 3m above them, even through a floor Before: https://files.facepunch.com/Flavien/HBY2KuTgRqaGSCaS.png After: https://files.facepunch.com/Flavien/Zn3TXA05xInRni5i.png
4 Hours Ago
Ensure global map markers skip the LOD system
5 Hours Ago
merge from skull_trophy_fixes
5 Hours Ago
Fix all four skull trophy variants looking the same Fix skull trophies never updating their visuals (whether a skull is inside or not, and nighttime visuals) Improve colliders across all variants since they are different sizes, add glass phys material to the jar variants
5 Hours Ago
Support for LODs on global networked entities - map them to a large size grid based on position and evaluate LOD level from there Setting to ignore network LODs
5 Hours Ago
merge from viewmodel_skinning_update
5 Hours Ago
All floor frame and triangle floor frame skins of the same grade now share the same collider
5 Hours Ago
Added editor test checking that all frames skins of the same grade share the same collider
5 Hours Ago
Fixed being able to codelock the carvable pumpkin
5 Hours Ago
All stone frames now use the same mesh collider Fixes triangle roofs being blocked by stone frames depending on their orientation https://files.facepunch.com/Flavien/frame.png
5 Hours Ago
Clean: remove editor-only extra memory estimator for pooled containers (memory_overhead_tracking_enabled) - codegen I haven't used it in 1+ years since adding it, so no need for extra complexity Tests: editor compiles
5 Hours Ago
Fix graveyard fence col import settings
6 Hours Ago
6 Hours Ago
scrap king; - gib tweaks - prefabs updated
Today
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Today
the purifier now uses water_desalinator_LOD1 as its guide mesh until we update to use the newer deployer sytem that can use prefabs
Today
Merge from render_pipeline_testing
Today
Added a check to AmbientLightLOD to ensure we don't force disable shadows when it also has a LightLOD component on the same object
Today
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