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

Yesterday
Regenerate ConsoleSystem.cs
Yesterday
Regenerate ConsoleSystem.cs
Yesterday
Make the reticle a prefab since its used in two places now Improve looks of the outline of the center dot (just use a slightly bigger circle behind it instead of an actual outline)
Yesterday
crossbow anim update
Yesterday
When in dynamic mode, give the preview crosshair a pulsing animation and block changes to scaling
Yesterday
basic blueprint fragment pickup item always spawns on red keycard desk, next to red keycard (blue puzzle room)
Yesterday
re-enable collision with dropped items after short timeout
Yesterday
merge from main
Yesterday
added foliage displacement to the drone because I kept losing them
Yesterday
Merge other fixes from /indirect_instancing
Yesterday
Rebase on /main
Yesterday
Merge build fix from /indirect_instancing_fixes
Yesterday
Restore constant that I removed because I was an idiot.
Yesterday
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Yesterday
Casino progress Medical barge fixes Fixed broken collider in corrugated_sheet_1x2_c prefab Created no-seaweed lobster trap prefab Slight progress on improvised walkways LODs
Yesterday
updated the chainsaw PORC (player override controller)
Yesterday
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Yesterday
merge from naval_update
Yesterday
merge from naval_update/deep_sea
Yesterday
Merge from /indirect_instancing_fixes
Yesterday
Rebase on /main
Yesterday
Fix multiple issues with LOD bounds/distance calculations: - Never return zero-bounds for anything, try multiple things and fall back to 1 m³ as a last resort. - Always use bounds (and center) of LOD0 for consensus between LOD states. - Fix fallback renderer using transform position instead of bounds center for distance calculations.
Yesterday
updated 3p chainsaw anims with correct idle head position
Yesterday
Optim: ServerOcclusion - jobify a bit more + use ScheduleParallel 4.7k map generation time goes from 69s -> 52s, stopping here. I'm likely getting diminishing returns on my PC due to heavy paging (generation takes 8GB+ ram) - will break it down next. Tests: regenerated and visualized cache
Yesterday
merge ghost_ship_bugfixes to naval_update
Yesterday
editing chainsaw 3p anims and created attack idle anim to possibly be implemented
Yesterday
fix attachpoint assignment, was getting stomped when loading entities from save
Yesterday
Static versions of various weapons and tools for supplies/weapons store. Replaced proxy world models in scene. Blue variant of tarp mats. Set dressing on supplies store.
Yesterday
Spike Trap SFX fixes and material properties.
Yesterday
blueprint fragment world model setup
Yesterday
PT LOD Progress
Yesterday
Remove decals from server ghostship prefab
Yesterday
merge from main
Yesterday
basic and advanced blueprint world models
Yesterday
Optim: ServerOcclusion - convert rest of narrowphase to Burst - Replaced couple NativeList inside TestInsideTerrain with NativeArray to avoid 2GB limitation. Need a different solution for 7k maps 4.7k world generation time went from 130s -> 69s. Longest part is OcclusionIncludeRocks now (47s) Tests: regenerated occlusion on 4.7k world, then visualized the grid
Yesterday
Merge from naval_update
Yesterday
Replace all ghost ship line IO entities with static wires
Yesterday
merge form meta_shift
Yesterday
potental fix for spike trap ground watch not working in standalone but working in editor
Yesterday
meta_shift -> main
Yesterday
Switched military tunnel no build to sphere Added more loot spawn variation, compared to other monument, it was always the exact same spots Loot location shuffle Elite loot unaffected s2p
Yesterday
When changing into wait state then take the foot off the throttle
Yesterday
Compile fixes
Yesterday
Pursue target aquisition Target validity methods Run thought logic at a lower frequency to action logic
Yesterday
Merge from sails
Yesterday
merge ghostship_bug_fixes to naval_update
Yesterday
Bump cull range on buoyancy, raise buoyancy to make it easier to climb ghost ship ladders.