125,563 Commits over 4,171 Days - 1.25cph!

Today
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Today
merge from main
Today
adding small engine rig
Today
Merge from parent.
Today
Solo players now take 1 rad every 30 seconds until they make a friend. s2p excavator
Today
Added missing collision to generic structure container. Set dressing security area of supplies barge.
Today
Clean: code cleanup and custom_occlusion_query command - ran generate code Tests: compiles in editor
Today
excavator loot suffle no build volume increased added additional cover to ore collection points, offers small amount of protection againt the roof campers (AKA cowards)
Today
Make sure wiping also clears the portals
Today
Optim: ServerOcclusion - try to avoid redundant HasCustomTag calls Only saves 1s out of 30s run, but should scale better if we increase GridOffsets in the future. Tests: generated and visualized
Today
merge from naval_update/deep_sea
Today
merge from naval_update
Today
merge from main
Today
supermarket minor loot suffle No build increased s2p
Today
gas station minor loot suffle No build increased s2p
Today
Power plant loot location suffle diesel spawns behind puzzles switched no buiild to sphere Removed radiation from rubble piles - inconsistant as some piles have it, others don't, user feedback is poor - needs to be improved before reimplemention s2p
Today
replaced the two doors in the ghost ship loot room for static doors
Today
merge from optimise_laserbeams
Today
merge from meta_shift
Today
codegen
Today
consolesystem restore
Today
implement volumes that stencil out biome fog density in the density map
Today
Fix custom map markers not falling back to world prefab category after HierarchyUril removal
Yesterday
Force init the translations if the dict is empty, fixes issues when loading translations in edit mode
Yesterday
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Yesterday
Switch out outer reticle parts to lines, add convar and slider to change width and length
Yesterday
Casino progress / improved elevator shaft / still basic but already functioning
Yesterday
Remove deleted file from VPC script
Yesterday
Volcano smoke
Yesterday
Lightmaps & Flowmaps for Water shader (Expensive water only) Also fixes a few other issues: * Removed hacks for certain water materials making skybox black in favor of a slightly better fix that doesn't touch the materials * Do not complain about missing "$refracttexture" * Minor fixes for 3d skybox render code with swapped arguments (probably no functional change) Remove mat_remoteshadercompile (does nothing) CheapWater flowmaps Also fixed the possibility for cheap and expensive water to draw at the same time for the one mesh/draw
Yesterday
switch from using string path to GameObjectRef
Yesterday
Halved the texture tiling, given the volcano size.
Yesterday
Attempt #2 - store two specific weather states inside the single climate prefab (deep sea calm, deep sea wipe) - lerp between the two deep sea weather states based on the lerp float inside the DeepSeaManager entity (and network it) - add separate ClimateParameters for the deep sea (duplicate of Temperate for now) - read the DeepSeaWeatherState for temperature and rain (don't need to override snow since it can't snow outside the arctic)
Yesterday
Nerfed the initial instant damage because that's probably no fun. Still heavy dmg over time.
Yesterday
improvised walkway stairs 450x150 lods. floating city fender collision and mesh fixes. added skeletonjail mesh for fun. oil rig feet prefab variations. improvised walkway security tower mesh updated, quick collision too.
Yesterday
Movement friction tweak in lava.
Yesterday
LODs/COL/Prefab setup for all bridges Fixed collision issues in medical bay
Yesterday
Lava modding cubes
Yesterday
Some refactoring and fixes, the active entities list are now populated correctly after the server init
Yesterday
State agnostic methods will check if we have a target or not - force the right state in both ways Pursuit state sets right gas pedal depending on distance Pursuit state sets the right steering setup as well Locked to just players for now - this wont do
Yesterday
update manifest for client testing projectiles
Yesterday
remove generic projectiles, disable first-person visuals for entity
Yesterday
Minor adjustments to the collision mesh for the external wood high wall, removes most of the invisible walls between posts so you can shoot between them properly
Yesterday
Optim: ServerOcclusion - split work in batches and process them serially This reduces RAM pressure and possible paging, but still generates enough work for CPU (8mil subgrid cells per batch) to keep it busy. 4.7k generation times went from 50s -> 30s. Gonna clean up and merge. Tests: generated and visualized
Yesterday
Add dynamic environment volumes, move transformation/bounds math to burst. todo: jobify?
Yesterday
merge ghostship_timeouts fix to naval_update
Yesterday
Disable timeouts on ghost ships
Yesterday
Make ghost ship environment volumes dynamic
Yesterday
Set dressing on supplies barge