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158,030 Commits over 4,566 Days - 1.44cph!

2 Months 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
2 Months Ago
merge from automated_testing
2 Months 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
2 Months Ago
Remove the short "hold left stick button" delay before toggling run, feels much better instant.
2 Months Ago
dedicated world model for chainsaw reduced highlight draw from 3->1 and model highlight was actually broken
2 Months 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
2 Months 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
2 Months Ago
Ladder LODs
2 Months Ago
merge from main
2 Months Ago
Cleanup
2 Months Ago
merge from Livestock_animals
2 Months 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
2 Months Ago
Use gamepad cursor for inventory management by defaullt (dpad navigation is a convar)
2 Months Ago
Jungle ziggurat LOD3 fix
2 Months Ago
Optim: tweak batch size when calculating server occlusion narrow phase This cuts down 4.5k world server occlusion generation from 45s to 35s in batched mode. Async further brings it down to 22s Tests: ran generation in editor
2 Months Ago
Update: make UnsafeScriptingAccess initialize on editor load Allows to use it in editor-only tools/workflows Tests: ran server occclusion generation in editor, checked profile
2 Months Ago
Small buff to a couple more items with low craft rates Mortar craft cost -5 HQM, -2 pipe Hazmat suit craft cost -1 HQM, -1 tarp Prisoner hood now default BP, removed from tech tree HMLMG craft cost -30 HQM
2 Months Ago
Fix using nav samples radius always being halved because detour uses half extent
2 Months Ago
and again, glass ar description
2 Months Ago
Update: add GamePhysics.FindComponent<T> that supports async Configured async to engage at more than 4 batches of 64 queries Tests: ran perf tests. same perf up to 400 points, at 10k points is 2x faster 0.42ms batched+async vs 0.96ms batched vs 5.4ms serial
2 Months Ago
forgot the mesh
2 Months Ago
updated glass assault rifle description
2 Months Ago
Update: add TerrainMeta.SampleTerrainMeshHeights Configured to engage async after have more than 4 batches of 256 pos each Tests: ran perf tests
2 Months Ago
Update(tests): add IsInsideTerrain perf comparison tests Need them to tweak when to engage async and when to skip it internally Tests: ran them
2 Months Ago
ice ak world model optimisation consolidated into one object, one LOD chain LOD0 tris 13.8k -> 9.5k highlight draws 5 -> 1 removed dead lod states in sunflower, rose, orchid world models
2 Months Ago
merge from medical_honey_bandage
2 Months Ago
Fixed world model collision being too small Fixed world model outline referencing the old bandage instead of the new one
2 Months Ago
Additional UI options for gamepad
2 Months Ago
More gamepad tweaks and convars, actions.
2 Months Ago
added and setup dedicated worldmodels for fire and bone arrow reducing highlight draws
2 Months Ago
Glass AR - linked VM and WM materials, material tweaks
2 Months Ago
Changed honeybandage worldmodel to new material and model
2 Months Ago
merge from main
2 Months Ago
S2P water treatment, in hopes of fixing broken PreparePrefabs in builds causing a bunch of issues
2 Months Ago
Honey Bandage Material and Textures
2 Months Ago
Hook up damage state change FX on all blockers
2 Months Ago
merge from automated_testing
2 Months Ago
World model LOD fixes - 6 prefabs drawing every LOD at once MilitaryFlamethrower, ak47u_jungle, scrap, crankshaft1/2/3 and stone had LODGroups with null or duplicated renderer refs, so every LOD drew at once regardless of distance. LOD0 optimisation pass on these too: 47,280 -> 22,675 tris world models where applicable combiend into single worldmodel mesh for simplicity and optimisation, reducing highlight draws when item is dropped: flamethrower 4 → 1, jungle AK 3 → 1, crankshafts 3 → 1 each, scrap 2 → 1
2 Months Ago
Reduced network range of watertreatment_pipe_waterproducer.prefab. Stops automated tests failing.
2 Months Ago
Merge from main
2 Months Ago
Ladder Tall opee and closed variants LOD0
2 Months Ago
merge from main
2 Months Ago
Merge from rentableshop_improvements_aug_26
2 Months Ago
You can no longer access the open shop prompt on a rentable shop if you have stored items in it (prevents being the owner of a shop and having reclaim items at the same time) Rentable shop vending machine stoarge is now refrigerated if the power plant is powered
2 Months Ago
Merge from crude_drain_fix
2 Months Ago
Better toast
2 Months Ago
Merge from main
2 Months Ago
Fixed incorrect embed.
2 Months Ago
Merge from rendererlod_collapse_improvements
2 Months Ago
State change FX for all the blockers.