134,330 Commits over 4,262 Days - 1.31cph!

4 Months Ago
Updated charity plushie meshes with LODs, and updated prefabs with new meshes
4 Months Ago
change sleeping player collider to x-axis capsule, to save on vertical space
4 Months Ago
- New TriggerPlayerMovePos script to move players with a vector relative to the centre of the trigger bounds - used to stop players getting stuck underneath a HAB when it lands on them in a safezone. - Pause players being marked hostile for 2 seconds when entering the move pos trigger to prevent the HAB marking a player as hostile if multiple players are landed on inside a safezone
4 Months Ago
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
4 Months Ago
Don't load inventory inside container corpse, we already load it in base.
4 Months Ago
Fix instanceData on items getting disposed if an item gets loaded twice.
4 Months Ago
Tweaked some table lamp LOD distances, and added a missing mesh culler on the bulb.
4 Months Ago
merge from hackweek_crosshair_customization/settings_editor
4 Months Ago
Make previous compile fix match the other ifdef behaviour
4 Months Ago
Compile fix
4 Months Ago
4 Months Ago
Merge from naval_update
4 Months Ago
Introduce WIP version of ConcurrentBitArray for bitmapped damage tracking
4 Months Ago
Commit progress on deep sea islands mission
4 Months Ago
v4 player entity, hold type and prefab update for C4 and satchel charge
4 Months Ago
Bugfix: UsePlayerUpdateJobs 2 - maintain partial ordering of snapshots when sending to player using tasks - This fixes rare parenting desync that can manifest as a weapon attachment world model not hiding (or something much worse) Need to optimize it by merging tasks, as this can create too many tasks for the server to process Tests: flew around on Craggy with fast noclip - attachments didn't "duplicate". Shot animals, switched active items. Tested occlusion with 2p and geared guns
4 Months Ago
merge from sail_physics_test
4 Months Ago
increased rudder torque-control strength, set default control scheme to that for now
4 Months Ago
- Fix detail mesh being built but not assigned - Add option to specify whether or not we want to build the detail mesh - Remove sample detail mesh height param from SamplePosition (recast will always use the detail mesh if it exists anyway when sampling)
4 Months Ago
- Fix chunk bounds being incorrect - Add option to debug sample the detail mesh height (it seems to not be working)
4 Months Ago
Merge from main
4 Months Ago
merge from boat_building
4 Months Ago
third option on rudder control, bit of debug vis cleanup
4 Months Ago
- Multithread in C++ instead of C# as it's simpler to avoid allocs - Make navmesh build not generate any garbage - Add option to sample detail navmesh height - Tick navmesh from ServerMgr instead of letting unity decide
4 Months Ago
Fix wall cabinet not showing media
4 Months Ago
modular boats building blocks, wood tier art files including textures, materials, models/gibs/colliders
4 Months Ago
Add parenting trigger to plank so you don't instantly drop off the boat when walking on a plank
4 Months Ago
Much better avoidance results - higher speed in general
4 Months Ago
manifest
4 Months Ago
Desired gas pedal now goes through a processing layer to stop values that would intentionally crash us into obstacles
4 Months Ago
Fixed server compiler errors
4 Months Ago
Merge from main
4 Months Ago
Setup triangle floor block and add to boat building planner.
4 Months Ago
Added new default texture streaming settings in the Quality Settings
4 Months Ago
Added a new way to calculate the texture streaming memory budget to prioritize caching efficiency on devices with higher VRAM and to reduce paging on devices with lower VRAM
4 Months Ago
naval_update -> scientist_boat_ai
4 Months Ago
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4 Months Ago
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4 Months Ago
PT Collision update
4 Months Ago
v4 explosives entity, hold type and animation updates
4 Months Ago
Only tick steering update when a player is mounted to the wheel
4 Months Ago
Optim: UsePlayerUpdateJobs - limit duplicate snapshot check to per-player only Snapshot queues can grow up to 1k per player, so this should reduce the lookup overhead a smidge. Tests: 2p session on Craggy with UsePlayerUpdateJobs 2
4 Months Ago
merge from indirect_instancing_toggle