136,518 Commits over 4,444 Days - 1.28cph!

10 Months 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
10 Months 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
10 Months Ago
Add dynamic environment volumes, move transformation/bounds math to burst. todo: jobify?
10 Months Ago
merge ghostship_timeouts fix to naval_update
10 Months Ago
Disable timeouts on ghost ships
10 Months Ago
Make ghost ship environment volumes dynamic
10 Months Ago
Set dressing on supplies barge
10 Months Ago
Regenerate ConsoleSystem.cs
10 Months Ago
Regenerate ConsoleSystem.cs
10 Months 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)
10 Months Ago
crossbow anim update
10 Months Ago
When in dynamic mode, give the preview crosshair a pulsing animation and block changes to scaling
10 Months Ago
basic blueprint fragment pickup item always spawns on red keycard desk, next to red keycard (blue puzzle room)
10 Months Ago
re-enable collision with dropped items after short timeout
10 Months Ago
merge from main
10 Months Ago
added foliage displacement to the drone because I kept losing them
10 Months Ago
Merge other fixes from /indirect_instancing
10 Months Ago
Rebase on /main
10 Months Ago
Merge build fix from /indirect_instancing_fixes
10 Months Ago
Restore constant that I removed because I was an idiot.
10 Months Ago
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10 Months 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
10 Months Ago
updated the chainsaw PORC (player override controller)
10 Months Ago
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10 Months Ago
merge from naval_update
10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
Merge from /indirect_instancing_fixes
10 Months Ago
Rebase on /main
10 Months 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.
10 Months Ago
updated 3p chainsaw anims with correct idle head position
10 Months 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
10 Months Ago
merge ghost_ship_bugfixes to naval_update
10 Months Ago
editing chainsaw 3p anims and created attack idle anim to possibly be implemented
10 Months Ago
fix attachpoint assignment, was getting stomped when loading entities from save
10 Months 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.
10 Months Ago
Spike Trap SFX fixes and material properties.
10 Months Ago
blueprint fragment world model setup
10 Months Ago
PT LOD Progress
10 Months Ago
Remove decals from server ghostship prefab
10 Months Ago
merge from main
10 Months Ago
basic and advanced blueprint world models
10 Months 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
10 Months Ago
Merge from naval_update
10 Months Ago
Replace all ghost ship line IO entities with static wires
10 Months Ago
merge form meta_shift
10 Months Ago
potental fix for spike trap ground watch not working in standalone but working in editor
10 Months Ago
meta_shift -> main
10 Months Ago
Switched military tunnel no build to sphere Added more loot spawn variation, compared to other monument, it was always the exact same spots Loot location shuffle Elite loot unaffected s2p
10 Months Ago
When changing into wait state then take the foot off the throttle
10 Months Ago
Compile fixes