157,968 Commits over 4,566 Days - 1.44cph!

25 Days Ago
Setup icon rendering. Render icons for new sandbags.
25 Days 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
25 Days Ago
Adding squirrel rig
25 Days Ago
Merge from main
25 Days Ago
Removed temp shell box from random room vendor B and replaced w/ proper underground volume to block skylight
25 Days Ago
New sandbag variations unlock with original / BP button fix.
25 Days Ago
Fix server stall caused by dtRaycast infinite loop, bump nav version so we can ditch the saves with degenerate polys
25 Days Ago
separate critter FSM to different budgeted work queue, with lower frametime
25 Days Ago
More work on random room C - plus wire/pipe pass
25 Days Ago
Missed file
25 Days Ago
- Add color selection system for hair/skin colour - Add spotlight above the character - Dont rerender all icons if you change colour
25 Days Ago
merging 3p arrows not hiding fix
25 Days Ago
merge from main
25 Days Ago
Unfucking ifdefs
25 Days 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
25 Days Ago
Made ferry terminal loot room functional with power grid
25 Days Ago
More setup
25 Days Ago
Enabled graphics jobs on Mac Switched graphics jobs to Split
25 Days Ago
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25 Days Ago
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25 Days Ago
Fix for 3p_bow not hiding the arrow mesh on the server
25 Days Ago
Updates to all weapon anim controllers to match convention
25 Days Ago
First pass procedural cow pattern shader
25 Days Ago
merge from Livestock_animals
25 Days Ago
ladders merge
25 Days Ago
Ferry terminal power grid loot room
25 Days Ago
Add items, link em up.
25 Days Ago
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
25 Days Ago
Merge from main
25 Days Ago
Cow eat animations to include trough variants
25 Days Ago
Reverse gate open direction. Tweak gate volumes so it can be snap placed more betterer.
25 Days Ago
Fix compile error in ConsoleSystem
25 Days Ago
Fix missing #if SERVER directing to gate navbakestats
25 Days Ago
Fix compile error with url in "none" compile mode
25 Days Ago
Merge: from main
25 Days Ago
merge from ai_hotfixes_for_monument_blocker_patch
25 Days Ago
Subtract the subtract
25 Days Ago
Update gate bounds
25 Days Ago
Tooling to switch to the testbed steam app in editor
25 Days Ago
merge from main
25 Days Ago
merge from main
25 Days Ago
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
25 Days Ago
Subtract 163412 new_navmesh_fixes
25 Days Ago
Some UI bits
25 Days Ago
More sensible placeholder crafting costs
25 Days Ago
Debris removal. Set wood protection instead of stone.
25 Days Ago
Fixed gibs
25 Days Ago
Updating m92 world model rig
25 Days Ago
25 Days Ago
merge from main