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139,374 Commits over 4,505 Days - 1.29cph!

11 Months Ago
Anchor sockets wip
11 Months Ago
Updating small ramp skinning
11 Months Ago
AI Debug Disable (Gunning for Ians Job Patch)
11 Months Ago
Merge from gpu_frametime_logging
11 Months Ago
Merge from shader_cascades_light_leak_fix
11 Months Ago
merge from naval_update/deep_sea
11 Months Ago
Adding 50 cal rear single rig
11 Months Ago
created boat small ramp anim controller
11 Months Ago
Material Fix front turret
11 Months Ago
Merge from boat_building
11 Months Ago
Codegen
11 Months Ago
Beachside fixes.
11 Months Ago
Spawning new player_model prefab with baker component for NPC's
11 Months Ago
floating city 2 HLOD rebake, s2p
11 Months Ago
Merge from parent
11 Months Ago
Merge from main
11 Months Ago
merge from baseplayer_vis_nre
11 Months Ago
Spawn improvements.
11 Months Ago
Experimenting with a skinned mesh baker to swap out static NPC's with static meshes at a distance Setup baker component, currently spits out a series of static meshes for the given lod level Very WIP
11 Months Ago
Try again because I didn't realize we check both worldBounds (hardcoded physx area) and TerrainMeta.Margin (TerrainSize * 3) inside ValidBounds, so need to account for both of those
11 Months Ago
Fixed all kinds of problems with the mesh variant of the tropical terrain material.
11 Months Ago
Fixed free hand sprays sometimes blocking hammer interaction when sprayed on a building block, this could always happen but it's worse now that the spray position is more accurate
11 Months Ago
Merge from spray_fixes_oct_2025
11 Months Ago
Merge from server_wipe_time_of_day
11 Months Ago
Merge from player_model_perf_improvements
11 Months Ago
Add debug.disable_distant_sleepers convar to toggle/compare new animator disabling logic, defaults to on Will take 10s for animators to fully disable when convar is turned on
11 Months Ago
Modify distance portal spawns so it always spawns far enough inside that the world repel force won't affect it
11 Months Ago
Reset default server starting time to 9, was set to 12 when testing fog volumes back in August Override craggy island to start at 10 for better visuals while playing in editor
11 Months Ago
Merge from coop_prod_fix
11 Months Ago
Merge from spray_fixes_oct_2025
11 Months Ago
Merge from cinematic_play_fallback
11 Months Ago
merge from canvas_debug_command
11 Months Ago
Fixed debug.printanimators double names in the inactive row
11 Months Ago
Added ui.printcanvases command, to dump the active and inactive canvases in the scene
11 Months Ago
Expose world boundary repel force as convars instead of hardcoded - world_boundary_force_start_distance - world_boundary_force_offset
11 Months Ago
Lock behind `boat_drift_deep_sea` convar instead of hardcoded blocking it
11 Months Ago
Prevent boats from doing normal drifting to shore in the deep sea until we are sure that the shore vectors are correct
11 Months Ago
Fix NONE compile error in Shield.cs
11 Months Ago
merge from dynamic_occlusion_pausing -> main
11 Months Ago
Fix compile errors
11 Months Ago
Set dynamic_occlusion_pausing to enabled instead of disabled
11 Months Ago
merge from industrial_pipe_batching -> main
11 Months Ago
Add `print_memory_batching_detailed` command to print out memory usage of individual batches - can supply filter to filter based on material name
11 Months Ago
merge from industrial_pipe_batching -> main
11 Months Ago
Make `batch_industrial_pipes` a non-admin convar
11 Months Ago
Add `print_memory_industrial` and `print_memory_batching` commands to show how much memory is being used by batching and industrial pipe meshes respectfully - batching will include both inactive renderers and active renderers since mesh memory is still used while the renderer is turned off
11 Months Ago
Slightly optimise command reordering
11 Months Ago
Jobified instance reordering
11 Months Ago
merge from optimize_sprinklers -> main
11 Months Ago
Fix compile error