156,981 Commits over 4,536 Days - 1.44cph!

23 Minutes Ago
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32 Minutes Ago
Fixed wool having meat sounds for drop and inventory move
57 Minutes Ago
fix frog swimming anims
60 Minutes Ago
merge from optimize_json_garbage -> main
1 Hour Ago
Use AddRange() to add converters instead of foreach and Add() per converter
1 Hour Ago
Fix Hash128 and LayerMask incorrect parsing from breaking the rest of the document
2 Hours Ago
compiler fix
2 Hours Ago
Merge from heldentity_persist_anims_subsystems_fix
2 Hours Ago
Only run fallback check against stuck persisted animations when necessary
3 Hours Ago
Moved the crate slightly away from the window in radtown to prevent players from looting it through window gap Replaced the one sided sign on the window with a two sided variant Scene2prefab
3 Hours Ago
Prefab filters can now check topology in radius using generated distance transform fields of Chebyshev distance to the nearest texel of that topology. Effectively a per-stage cache of distance from topologies to avoid walking texels. - Built in two-pass Burst - Built per-stage only when a stage has asked about a bit 100k times to make the building worth it. Bits written mid-stage fall back to the existing texel scan (decor that writes topology as it is placed) - TerrainTopologyMap.GetTopology picks fields or the existing texel scan New tests compared with previous baseline show 8-12s saved (Cliffs Hills & Cliffs Hills Small) depending on the seed. Roughly 3% time savings across the entire generation. Radius scans per run dropped from 8.76 billion -> 2.12 billion. Prefab placement is slightly stricter as fields check a full square of texels whereas the scan clipped corners at radii of 1 or 2 texels. Recorded a 1.6% reduction cliff hills small placements (0.7% of all prefabs)
3 Hours Ago
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3 Hours Ago
Add persist settings to player model animations for the entities which used to have these, before these anims got replaced Add a fallback in case of us ending up stuck in an animation that we were persisting but never received a clear event for
3 Hours Ago
Add tests to prove that the code doesn't allocate (not just that it works)
3 Hours Ago
LOD texture optimization
4 Hours Ago
Fix so ints can read float values again (that's the way it used to work before)
4 Hours Ago
- Fix held entity persist player model animations (after using last item in a stack) not working with animation subsystems - Remove a redundant List.Contains in AnimationSubSystem.ReleaseHandle
4 Hours Ago
merge from automated_testing
4 Hours Ago
Reduced machete network range from medium to low
4 Hours Ago
Preemptive decal layer fix before shader is fixed. S2P.
4 Hours Ago
merge from automated_testing
4 Hours Ago
Fixed a bunch of incorrect mesh collider import settings that the automated tests flagged up
4 Hours Ago
Stop character creator windows moving when orbiting around
4 Hours Ago
Add crouch blends for turning anims, it used to just snap before.
4 Hours Ago
merge from critter_animals
4 Hours Ago
Fixed remaining ceiling light layers. S2P.
4 Hours Ago
add warning ignore for compiler fix
4 Hours Ago
Generator LODs and WIP Col shape
4 Hours Ago
removed inventory controller, pointed player preview to base player animation controller
4 Hours Ago
anim removals
4 Hours Ago
Apartment render layers. Fixed shadow proxy issue on kiosks.
4 Hours Ago
merge from main
4 Hours Ago
fis hitboxes and death anim loops
4 Hours Ago
Smoother crossfades
4 Hours Ago
merge from main -> optimize_json_garbage
4 Hours Ago
merge from main
5 Hours Ago
Fix shields and diving tanks not showing up in the backpack slot in the loadout UI
5 Hours Ago
merge from loadout_backpack_slot_fix
5 Hours Ago
Merge: from ui_store_slim_ram - Bugfix: carousel buttons no longer have garbage textures when opening an store overlay page Tests: opened an overlay page
5 Hours Ago
Bugfix: HttpImage - when picking nearest mip, use a cpu-side copy Doing gpu side copy seems to cause garbage if mip isn't streamed in Tests: made a standalone build and navigated to pack page, carousel buttons were okay
5 Hours Ago
Stop c4 and satchels from matching roation when thrown - everyone agreed it looks worse
5 Hours Ago
Added 2 rendering layers for light exclusion. Created exclusion rules for the new RP that match the old culling masks.
5 Hours Ago
Fix composters getting bricked when splashed by water
5 Hours Ago
merge from composter_sprinkler_fix
5 Hours Ago
merge from machete refresh
5 Hours Ago
Dont use none as a category
5 Hours Ago
updated 3p throw and drop grenade anims to match viewmodel timing
6 Hours Ago
Start with 'none' and have a full body camera
6 Hours Ago
merge from crash_uploader_error_code -> main
6 Hours Ago
Log HTTP error code to console / logs when the crash fails to upload