155,626 Commits over 4,536 Days - 1.43cph!

Yesterday
Merge from livestock_nav_optis (linux and mac dll not built yet)
Yesterday
Added pattern tester script Some material updates
Yesterday
Cleanup filenames from 1.2 / 3.4 to half / three quarter
Yesterday
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
Yesterday
- Tighten up some colouring, spacing etc - Stop the eyes working at weird ass angles
Yesterday
Fix truncated corridor reporting "path complete" when buffer was too small instead of "path complete"
Yesterday
Re-render all sandbag deployables for consistent appearance.
Yesterday
- Add slot icon rendering - Ensure ui takes up the whole page - Shrink choice down a little bit - Fix weird eye rendering in character customisation
Yesterday
Setup icon rendering. Render icons for new sandbags.
Yesterday
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
Yesterday
Adding squirrel rig
Yesterday
Merge from main
Yesterday
Removed temp shell box from random room vendor B and replaced w/ proper underground volume to block skylight
Yesterday
New sandbag variations unlock with original / BP button fix.
Yesterday
Fix server stall caused by dtRaycast infinite loop, bump nav version so we can ditch the saves with degenerate polys
Yesterday
separate critter FSM to different budgeted work queue, with lower frametime
Yesterday
More work on random room C - plus wire/pipe pass
Yesterday
Missed file
Yesterday
- Add color selection system for hair/skin colour - Add spotlight above the character - Dont rerender all icons if you change colour
Yesterday
merging 3p arrows not hiding fix
Yesterday
merge from main
Yesterday
Unfucking ifdefs
Yesterday
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
Yesterday
Made ferry terminal loot room functional with power grid
Yesterday
More setup
Yesterday
Enabled graphics jobs on Mac Switched graphics jobs to Split
Yesterday
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Yesterday
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Yesterday
Fix for 3p_bow not hiding the arrow mesh on the server
Yesterday
Updates to all weapon anim controllers to match convention
Yesterday
First pass procedural cow pattern shader
Yesterday
merge from Livestock_animals
Yesterday
ladders merge
Yesterday
Ferry terminal power grid loot room
Yesterday
Add items, link em up.
Yesterday
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
Yesterday
Merge from main
Yesterday
Cow eat animations to include trough variants
Yesterday
Reverse gate open direction. Tweak gate volumes so it can be snap placed more betterer.
Yesterday
Fix compile error in ConsoleSystem
Yesterday
Fix missing #if SERVER directing to gate navbakestats
Yesterday
Fix compile error with url in "none" compile mode
Yesterday
Merge: from main
Yesterday
merge from ai_hotfixes_for_monument_blocker_patch
Yesterday
Subtract the subtract
Yesterday
Update gate bounds
Yesterday
Tooling to switch to the testbed steam app in editor
Yesterday
merge from main
Yesterday
merge from main
Yesterday
halloween door wreath deploy guide fix, also fixed easter door wreath too. Deploy guide sound fix on string lights. Pickup fix on halloween door wreath