141,083 Commits over 4,505 Days - 1.30cph!

15 Minutes Ago
Merge: from mt_snapshot_saving - Bugfix for HittableByTrain components not saving in Jobs 4 mode Tests: spawned a tall wooden barricade with Jobs 4 enabled
15 Minutes Ago
first pass on critter animals general setup starting with the frog 🐸
16 Minutes Ago
Bugfix: cache owner entity of HittableByTrains on init Avoids lookups while running SaveComponent Tests: spawned a wooden double barricade with jobs 4 enabled
21 Minutes Ago
Glass AR - fix for borked base color texture breaking ammo alpha clip
26 Minutes Ago
Removed lingering generator on hills_cliffs_small\rock_formation_small_d, added terrain footprint for v3_rock_formations_small\rock_formation_small_d
28 Minutes Ago
Terrain footprint for both variants of rock_formation_small_c
32 Minutes Ago
Terrain footprint for both variants of rock_formation_small_b
34 Minutes Ago
Terrain footprint for both variants of rock_formation_small_a
37 Minutes Ago
Merge: from main
38 Minutes Ago
Merge: from async_serveroccl_gen - Optim: 4.5k server occlusion grid now generates in 22s, down from 45s Tests: unit and perf tests, 2p on craggy to validate server occlusion, visualized 4.5k map occl grid results
39 Minutes Ago
- Experiment with rendering the icons live, so if i change race then or skin colour then in the face tab it will show the correct race/skin color. - Fix various bugs with the preview player model - Remove the dodgy debug text - Tabs auto match the sub category labels - More tooling for taking/adjusting icon shots
41 Minutes Ago
Clean: extract GetBatchSize and WaitForTasks into ThreadingUtils Tests: ran compile simulator
45 Minutes Ago
Fix corrupt hazmat suit item prefab
48 Minutes Ago
Merge from setflag_remove
48 Minutes Ago
Remove obsolete SetFlag and replace existing usages with the disposable pattern
49 Minutes Ago
exported edited flashlight refresh 3p anims and new vm admire anim
54 Minutes Ago
Merge: from main
56 Minutes Ago
Update(editor): add heightmap sample and isInside visualization to server occlusion editor debug Spent too long chasing non-existent domain reload ghosts Tests: visualized occlusion of EU East 1. tested occlusion gen on craggy with 2p
1 Hour Ago
merge from main
1 Hour Ago
Ladder bare variant
1 Hour Ago
Ladder textures
1 Hour Ago
merge from demo_ui_2
1 Hour Ago
updated Seaturtle model with LODs.
1 Hour Ago
Fix crashing when switching cameras, + error spam.
1 Hour Ago
Glass AR - texture and material update, more tint adjustments
1 Hour Ago
Fix scientist path success check being wrong (or instead of and)
1 Hour Ago
added Satellite.static.entity
1 Hour Ago
Fixed long names on the market terminal rendering over the sides
2 Hours Ago
Setup the viewmodel drop animation that's been unused for years on various grenades
3 Hours Ago
merge from main
3 Hours Ago
merge from vehicle_pooling
3 Hours Ago
helper class cleanup
3 Hours Ago
merge from Sculpture_SmartAlarm
3 Hours Ago
Reapplied sculpture radial wheel text fix, and a typo in the smart alarm text
3 Hours Ago
Added seaturtle mesh and textures, set up material.
3 Hours Ago
Slightly decreased size of fireplace.deployed's deploy volume to fix bug where you couldn't place the fireplace under an existing floor
3 Hours Ago
merge from kriegchainsword_rack_fix
3 Hours Ago
merge from Missing_clothing_worldmodels
3 Hours Ago
removed gibbable from hv arrow, poison arrow, wood arrow and spear gun spear as they weren't used + causing an error for automated testing
3 Hours Ago
merge from automated_testing
3 Hours Ago
New automated test checking meshes used by monument blockers stage colliders are readable and don't import a material (will be stripped from server builds) Fix the 4 found issues
3 Hours Ago
Remove the short "hold left stick button" delay before toggling run, feels much better instant.
3 Hours Ago
dedicated world model for chainsaw reduced highlight draw from 3->1 and model highlight was actually broken
3 Hours Ago
Bugfix: avoid out of bounds access in FindComponent<T> - also add editor ifdef guards for editor attribute Results array can be oversized, since we reuse it Tests: ran unit tests - pass
3 Hours Ago
inlined the work of some jobs to stress the job system less, takes another 5s off the time - water evap/accumulate inlined - slope calculation inlined
3 Hours Ago
Ladder LODs
3 Hours Ago
merge from main
3 Hours Ago
Cleanup
3 Hours Ago
merge from Livestock_animals
4 Hours Ago
reworked largest erosion job to use an inlined SoA view - reinterpret float array as a float4 in the loop, this lets you to get fully laned SIMD auto-vectorization without needing intrinsics original 47s erosion down to 29s with matching results