160,624 Commits over 4,566 Days - 1.47cph!

19 Minutes Ago
LODs and collision for each damage stage of Lighthouse Lamp. Individual damage state prefab setup.
34 Minutes Ago
Fixed remaining missed materials.
36 Minutes Ago
Fix scarecrow NRE
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
Codegen
1 Hour Ago
New CullWhenInside combined approach with jarryds and my original fixes joined together - Keep the work queue with its own budget - Bushes are only queued when foundations change
1 Hour Ago
Uzi 3p: fix stock deploy after weapon swap + stock swing on holster - player + world controllers fall back to the stock deploy if the stock flag arrives late - world stock deploy holds idle_stock instead of playing the swing - world animator keeps state on disable so holstering doesn't replay the swing
2 Hours Ago
merge from main stomp local CullWhenInside changes
3 Hours Ago
Refactor, more generic, reusable. Add additional experimental wall rules (wall->window, wall->wall frame, doorway->wall frame). Renovation saw now uses a context based radial menu, showing available renovation/cut options for target construction.
3 Hours Ago
Fixed the volumetric light beam clipping the camera when using the miner hat
3 Hours Ago
merge from saveload_eventschedule
3 Hours Ago
Formatting
3 Hours Ago
Saveload the hours remaining for event schedule events Fixes for example cargo ship being just about to spawn, server restarts and now you have to wait the full cooldown again
3 Hours Ago
merge from scrap_king_building_skin (lightened interior concrete)
3 Hours Ago
scrap king - concrete texture tweaks
3 Hours Ago
Fix PersistentObjectWorkQueues stalling in the editor with skip domain reload Add the attribute to some missing places
Rin
4 Hours Ago
merge from milkicons_fix
4 Hours Ago
removed unnecessary files
4 Hours Ago
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4 Hours Ago
Cherrypick 169400
4 Hours Ago
merge from viewmodel_skinning_update
4 Hours Ago
Merge from main
4 Hours Ago
Remove split shadow culling for now
Rin
5 Hours Ago
merge from pedalbikewheelfix
Rin
5 Hours Ago
merge from procgen_fix_monument_spacing
Rin
5 Hours Ago
merge from procgen_fix_canyon_tunnels
6 Hours Ago
Merge from main
Today
small games wooden table; - game textures - material updated
Rin
Today
merge from carvedpumpkin_lodfix
Rin
Today
merge from cinelightmeshfix
Rin
Today
merge from MeatBurnFix
Rin
Today
merge from planter_guide_fixes
Today
Merge from probe_cameratype_fix
Today
During probe rendering set cameraType to reflection only during RRP render to stop unintended rendering
Today
Optimize refreshing links after block is spawned & killed - refreshing neighbors was causing faces to be queued multiple times, will now only queue each face at most once after changes
Today
Apply the new collision ref collision to biofuel generator (just for testing) Mark any mesh used for collision baking as ExcludeFromBundles so it won't be added to the build Fix BoxColliderBake component having different serialization layout when building
Today
Merge from main
Today
Switch the tests with doors from unit tests -> automated tests - was throwing errors after the navmesh was changed, figured may as well make automated
Today
Merge from livestock_animals
Today
Merge from shears
Today
Add missing shears effects Update item description
Today
Merge from CullWhenInside_vis_improvement
mainisland_roaming_scientistboats -> main
Today
Updated CullWhenInside to run in a PersistentObjectWorkQueue with a 1s min lap time so it can't update too often. Has a 0.01ms budget so it generally can only process one a frame Reduced LODManager budget to 0.05ms from 0.1ms A large portion of LODManager ChangeLOD calls were spending all of their time in CullWhenInside due to it's expensive Vis check, by moving that out we should have more responsive LODs even with a smaller budget Introduces a small delay when building over bushes, but we gain 0.05ms overall
When a boat’s driver dies another scientist now takes over driving
- 20% chance for scientist rhib to drop a blueprint page - 20% chance for scientist pt boat to drop a blueprint book
Fix leg ik not working on the rear pt boat
Rin
Today
Removing Primitive tech tree tax, as it was always rounding up to 2 blueprints used.
Today
Merge from terrain_textures_review