155,481 Commits over 4,536 Days - 1.43cph!

11 Minutes Ago
Biofuel Generator: blockout testing deployment - deployed prefab: referenced mixing table, simple box colliders, foliage displacement - guide prefab using same FBX - item generator.biofuel with placeholder blueprint and icon - needs Update Game Manifest
15 Minutes Ago
Fix animation test missing some animation events, fix a couple more cases that cause warnings ingame
17 Minutes Ago
- Help window - Increased size of the creator window - Minor icon size polish
17 Minutes Ago
merge from main
25 Minutes Ago
exported latest nailgun refresh vm anims
31 Minutes Ago
Merge from livestock_nav_optis (linux and mac dll not built yet)
32 Minutes Ago
Added pattern tester script Some material updates
37 Minutes Ago
Cleanup filenames from 1.2 / 3.4 to half / three quarter
40 Minutes Ago
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
41 Minutes Ago
- Tighten up some colouring, spacing etc - Stop the eyes working at weird ass angles
45 Minutes Ago
Fix truncated corridor reporting "path complete" when buffer was too small instead of "path complete"
52 Minutes Ago
Re-render all sandbag deployables for consistent appearance.
1 Hour Ago
- Add slot icon rendering - Ensure ui takes up the whole page - Shrink choice down a little bit - Fix weird eye rendering in character customisation
1 Hour Ago
Setup icon rendering. Render icons for new sandbags.
1 Hour 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
1 Hour Ago
Adding squirrel rig
1 Hour Ago
Merge from main
1 Hour Ago
Removed temp shell box from random room vendor B and replaced w/ proper underground volume to block skylight
1 Hour Ago
New sandbag variations unlock with original / BP button fix.
1 Hour Ago
Fix server stall caused by dtRaycast infinite loop, bump nav version so we can ditch the saves with degenerate polys
1 Hour Ago
separate critter FSM to different budgeted work queue, with lower frametime
1 Hour Ago
More work on random room C - plus wire/pipe pass
2 Hours Ago
Missed file
3 Hours Ago
- Add color selection system for hair/skin colour - Add spotlight above the character - Dont rerender all icons if you change colour
3 Hours Ago
merging 3p arrows not hiding fix
3 Hours Ago
merge from main
3 Hours Ago
Unfucking ifdefs
3 Hours 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
3 Hours Ago
Made ferry terminal loot room functional with power grid
3 Hours Ago
More setup
3 Hours Ago
Enabled graphics jobs on Mac Switched graphics jobs to Split
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
Fix for 3p_bow not hiding the arrow mesh on the server
3 Hours Ago
Updates to all weapon anim controllers to match convention
3 Hours Ago
First pass procedural cow pattern shader
3 Hours Ago
merge from Livestock_animals
3 Hours Ago
ladders merge
3 Hours Ago
Ferry terminal power grid loot room
4 Hours Ago
Add items, link em up.
4 Hours 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
5 Hours Ago
Merge from main
5 Hours Ago
Cow eat animations to include trough variants
6 Hours Ago
Reverse gate open direction. Tweak gate volumes so it can be snap placed more betterer.
6 Hours Ago
Fix compile error in ConsoleSystem
6 Hours Ago
Fix missing #if SERVER directing to gate navbakestats
6 Hours Ago
Fix compile error with url in "none" compile mode
Today
Merge: from main
Today
merge from ai_hotfixes_for_monument_blocker_patch
Today
Subtract the subtract