155,487 Commits over 4,536 Days - 1.43cph!

16 Minutes Ago
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43 Minutes Ago
Possible fix for an issue with cooking workbenches in the snow stopping to cook shortly after inserting refrigerated items and quickly starting the cooking process Transfer over the Refrigerated flag when splitting items, the spoiling work queue will still update it on the next tick anyway, but its a better initial state and fixes item stacks split off briefly becoming un-refrigerated before being updated, dirtying the inventory and stopping cooking
1 Hour Ago
Update(editor): UpdateImageUrls - add progress bar and generalize field lookups by naming convention Tests: ran script with artificial delays during image upload stage
1 Hour Ago
Update(editor): UpdateImageUrls automation - scans referenced store textures and tries to upload changed, while fixing up urls Tests: most of store UI is now missing images (as there's no backend content)
1 Hour Ago
merge from server_occlusion_wait_and_integrate_pairs
1 Hour Ago
enabled swimming for frogs, with first pass animator setup fixed frog interest, now more consistently finds water spots to start croaking
1 Hour Ago
Biofuel Generator: blockout testing deployment - deployed prefab: referenced mixing table, simple box colliders, foliage displacement - guide prefab using same FBX - item generator.biofuel with placeholder blueprint and icon - needs Update Game Manifest
1 Hour Ago
Fix animation test missing some animation events, fix a couple more cases that cause warnings ingame
1 Hour Ago
- Help window - Increased size of the creator window - Minor icon size polish
1 Hour Ago
merge from main
2 Hours Ago
exported latest nailgun refresh vm anims
2 Hours Ago
Merge from livestock_nav_optis (linux and mac dll not built yet)
2 Hours Ago
Added pattern tester script Some material updates
2 Hours Ago
Cleanup filenames from 1.2 / 3.4 to half / three quarter
2 Hours Ago
Parallel pair gathering for server occlusion now uses the same wait-and-integrate mechanism as net subscription updates - also reduced pair gathering player count to 16 from 64, to ensure more threads are being used in medium-high pop scenarios - consistency tests pass
2 Hours Ago
- Tighten up some colouring, spacing etc - Stop the eyes working at weird ass angles
2 Hours Ago
Fix truncated corridor reporting "path complete" when buffer was too small instead of "path complete"
3 Hours Ago
Re-render all sandbag deployables for consistent appearance.
3 Hours Ago
- Add slot icon rendering - Ensure ui takes up the whole page - Shrink choice down a little bit - Fix weird eye rendering in character customisation
3 Hours Ago
Setup icon rendering. Render icons for new sandbags.
3 Hours Ago
Fully burst parallel path following, had to do some native changes so that each agent can create and pass a different query instead of sharing, -30% - ai.batch_navmesh_transforms for only parallel transform update - ai.batch_navmesh_pathfollowing for full parallel
3 Hours Ago
Adding squirrel rig
3 Hours Ago
Merge from main
3 Hours Ago
Removed temp shell box from random room vendor B and replaced w/ proper underground volume to block skylight
3 Hours Ago
New sandbag variations unlock with original / BP button fix.
3 Hours Ago
Fix server stall caused by dtRaycast infinite loop, bump nav version so we can ditch the saves with degenerate polys
3 Hours Ago
separate critter FSM to different budgeted work queue, with lower frametime
3 Hours Ago
More work on random room C - plus wire/pipe pass
4 Hours Ago
Missed file
4 Hours Ago
- Add color selection system for hair/skin colour - Add spotlight above the character - Dont rerender all icons if you change colour
4 Hours Ago
merging 3p arrows not hiding fix
4 Hours Ago
merge from main
4 Hours Ago
Unfucking ifdefs
4 Hours Ago
More path following optis for -17.5%: - Cache transform in navmesh agent - Use reference equal instead of == for independantNavmesh to avoid the unity overload - Batch apply transforms after ticking all agents with IJobParallelForTransform - Remove one normalize to the movement math
4 Hours Ago
Made ferry terminal loot room functional with power grid
5 Hours Ago
More setup
5 Hours Ago
Enabled graphics jobs on Mac Switched graphics jobs to Split
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
Fix for 3p_bow not hiding the arrow mesh on the server
5 Hours Ago
Updates to all weapon anim controllers to match convention
5 Hours Ago
First pass procedural cow pattern shader
5 Hours Ago
merge from Livestock_animals
5 Hours Ago
ladders merge
5 Hours Ago
Ferry terminal power grid loot room
Today
Add items, link em up.
Today
More navmesh and path following optis: - Disable navmesh carving completely when new navmesh is enabled, we still had its overhead - Pin arrays before marshalling them, because unity's mono is not smart enough to do it and is copying everything which is excruciatingly slow - During path following, when calculating remaining distance, cache the rest of the path and only update the current segment we're on, instead of recalculating the length of the whole path - Add telemetry to new navmesh
Today
Merge from main
Today
Cow eat animations to include trough variants
Today
Reverse gate open direction. Tweak gate volumes so it can be snap placed more betterer.