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138,818 Commits over 4,352 Days - 1.33cph!

1 Year Ago
water mask culling progress
1 Year Ago
Jungle river overrides.
1 Year Ago
merge from fix_deployable_corpse_place_lock -> main
1 Year Ago
Fix being able to put locks on deployable corpses (it didn't do anything but good to fix)
1 Year Ago
merge from softcore_update
1 Year Ago
merge from softcore_update/deployable_corpse
1 Year Ago
Fixed vending machine gibs not using skins
1 Year Ago
Combined gibs mesh for all corpses Cleanup, fixes
1 Year Ago
Mesh combiner now supports meshes with different materials, creates one submesh per material
1 Year Ago
Added tool to automate corpse gibs mesh combining (took me way more time than doing all of them by hand, classic)
1 Year Ago
Removed GibsSimulator component on retro tc corpse (editor component)
1 Year Ago
Added vending machine corpse
1 Year Ago
Enabled GPU instancing.
1 Year Ago
First pass of jungle color grade (not applied, needs a script amendment) Also first pass of jungle climate settings (probably gonna need an elevation multiplier for aerial density)
1 Year Ago
merge from high_walls_skins
1 Year Ago
Whitelist doors as well (to make sure gates aren't blocking reskin)
1 Year Ago
merge from high_walls_skins
1 Year Ago
Whitelisted furnaces, building blocks and barricades NRE fix
1 Year Ago
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1 Year Ago
merge from high_walls_skins
1 Year Ago
Block high wall spraycan reskinning if something is deployed on the wall and could be destroyed in the process Show a toast indicating which entity is blocking the action
1 Year Ago
gantry pipe end flipped variation. updated textures too
1 Year Ago
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1 Year Ago
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1 Year Ago
Updated workshop OBJ models - Custom SMG, Sleeping Bag, Waterpipe Shotgun, Pump Shotgun, Double Barrel Shotgun, Work Boots, Tank Top, Collared Shirt, Sword, Bear Rug, Rug, Rocket Launcher, Rock
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
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1 Year Ago
Update: Split various tick validation functions into smaller loops - Added a couple small extension utils to NativeList This helps isolate code that we'll be able to run as Burst jobs - there's a bit more to split Tests: Staging demo playback - got comparable results
1 Year Ago
Merge from parent
1 Year Ago
Layer fix
1 Year Ago
trawler greybox progress
1 Year Ago
Merge from ent_setup
1 Year Ago
Skeleton.Snake fix
1 Year Ago
Update: Adding last missing API - TickInterpolatorCache.TransformEntries - added tests to cover it Tests: ran unit tests
1 Year Ago
Some entity tweaks
1 Year Ago
Fixed legacy furnace corpse colliders Manifest
1 Year Ago
Fixed workbench1 corpse prefab Fixed workbench corpses being lootable Fixed corpse pickup showing conditions
1 Year Ago
set up and viewmodel prefab for wood armour gloves, added temp textures and model.
1 Year Ago
Update: Adding TickInterpolatorCache.PlayerTickIterator to help with code migration - Expanded unit tests to cover the new util and a couple more code paths Tests: none. Tests are currently failing as I uncovered a different issue - will fix in next CL
1 Year Ago
Compile fix
1 Year Ago
Optim: TickInterpolator.TestConsistency - Replace Assert.IsTrue with AssertTrue wrapper that doesn't allocate - Sprinkled some scopes for future Speeds up the unit test 20x times and avoids 3.6GB of garbage Tests: ran the unit tests
1 Year Ago
merge from main
1 Year Ago
Update store names
1 Year Ago
Bugfix: avoid writes past the end of the buffer Tests: ran unit tests
1 Year Ago
fix compute shader error
1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
Update: Integrate TickInterpolatorCache into the server flow Tests: played back staging demo, once with it enabled from start, another with disabling-enabling it multiple times during playback. Both cases had comparable telemetry numbers
1 Year Ago
jungle terminals