125,573 Commits over 4,171 Days - 1.25cph!

3 Days Ago
State agnostic methods will check if we have a target or not - force the right state in both ways Pursuit state sets right gas pedal depending on distance Pursuit state sets the right steering setup as well Locked to just players for now - this wont do
3 Days Ago
update manifest for client testing projectiles
3 Days Ago
remove generic projectiles, disable first-person visuals for entity
3 Days Ago
Minor adjustments to the collision mesh for the external wood high wall, removes most of the invisible walls between posts so you can shoot between them properly
3 Days Ago
Optim: ServerOcclusion - split work in batches and process them serially This reduces RAM pressure and possible paging, but still generates enough work for CPU (8mil subgrid cells per batch) to keep it busy. 4.7k generation times went from 50s -> 30s. Gonna clean up and merge. Tests: generated and visualized
3 Days Ago
Add dynamic environment volumes, move transformation/bounds math to burst. todo: jobify?
3 Days Ago
merge ghostship_timeouts fix to naval_update
3 Days Ago
Disable timeouts on ghost ships
3 Days Ago
Make ghost ship environment volumes dynamic
3 Days Ago
Set dressing on supplies barge
3 Days Ago
Regenerate ConsoleSystem.cs
3 Days Ago
Regenerate ConsoleSystem.cs
3 Days Ago
Make the reticle a prefab since its used in two places now Improve looks of the outline of the center dot (just use a slightly bigger circle behind it instead of an actual outline)
3 Days Ago
crossbow anim update
3 Days Ago
When in dynamic mode, give the preview crosshair a pulsing animation and block changes to scaling
3 Days Ago
basic blueprint fragment pickup item always spawns on red keycard desk, next to red keycard (blue puzzle room)
3 Days Ago
re-enable collision with dropped items after short timeout
3 Days Ago
merge from main
3 Days Ago
added foliage displacement to the drone because I kept losing them
3 Days Ago
Merge other fixes from /indirect_instancing
3 Days Ago
Rebase on /main
3 Days Ago
Merge build fix from /indirect_instancing_fixes
3 Days Ago
Restore constant that I removed because I was an idiot.
3 Days Ago
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3 Days Ago
Casino progress Medical barge fixes Fixed broken collider in corrugated_sheet_1x2_c prefab Created no-seaweed lobster trap prefab Slight progress on improvised walkways LODs
3 Days Ago
updated the chainsaw PORC (player override controller)
3 Days Ago
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3 Days Ago
merge from naval_update
3 Days Ago
merge from naval_update/deep_sea
3 Days Ago
Merge from /indirect_instancing_fixes
3 Days Ago
Rebase on /main
3 Days Ago
Fix multiple issues with LOD bounds/distance calculations: - Never return zero-bounds for anything, try multiple things and fall back to 1 m³ as a last resort. - Always use bounds (and center) of LOD0 for consensus between LOD states. - Fix fallback renderer using transform position instead of bounds center for distance calculations.
3 Days Ago
updated 3p chainsaw anims with correct idle head position
3 Days Ago
Optim: ServerOcclusion - jobify a bit more + use ScheduleParallel 4.7k map generation time goes from 69s -> 52s, stopping here. I'm likely getting diminishing returns on my PC due to heavy paging (generation takes 8GB+ ram) - will break it down next. Tests: regenerated and visualized cache
3 Days Ago
merge ghost_ship_bugfixes to naval_update
3 Days Ago
editing chainsaw 3p anims and created attack idle anim to possibly be implemented
3 Days Ago
fix attachpoint assignment, was getting stomped when loading entities from save
3 Days Ago
Static versions of various weapons and tools for supplies/weapons store. Replaced proxy world models in scene. Blue variant of tarp mats. Set dressing on supplies store.
3 Days Ago
Spike Trap SFX fixes and material properties.
3 Days Ago
blueprint fragment world model setup
3 Days Ago
PT LOD Progress
3 Days Ago
Remove decals from server ghostship prefab
3 Days Ago
merge from main
3 Days Ago
basic and advanced blueprint world models
3 Days Ago
Optim: ServerOcclusion - convert rest of narrowphase to Burst - Replaced couple NativeList inside TestInsideTerrain with NativeArray to avoid 2GB limitation. Need a different solution for 7k maps 4.7k world generation time went from 130s -> 69s. Longest part is OcclusionIncludeRocks now (47s) Tests: regenerated occlusion on 4.7k world, then visualized the grid
3 Days Ago
Merge from naval_update
3 Days Ago
Replace all ghost ship line IO entities with static wires
3 Days Ago
merge form meta_shift