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119,424 Commits over 4,018 Days - 1.24cph!

4 Hours Ago
Clean: remove GamePhysics.OverlapSphere(batch) and GamePhysics.OverlapCapsule(batch) - These have been inlined into CheckSphere<T> and CheckCapsule<T> - Also updated CoarseQueryGrid.CheckJobIndirect(capsule) (returns JobHandle, works on a NativeList) since I missed it in previous commit Tests: ran all unit tests
4 Hours Ago
Merge from vertical_storage_test
4 Hours Ago
merge from rw_enable_fix
4 Hours Ago
merge from server_occlusion_enable_by_default
4 Hours Ago
merge from easterinflatablehorse_DLC
4 Hours Ago
merge from easterinflatablehorse_DLC
4 Hours Ago
merge from meat_stack_fix
4 Hours Ago
merge from condition_bar_repair_fix
4 Hours Ago
merge from trophy_name_fix
4 Hours Ago
merge from preview_ox_fix
5 Hours Ago
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5 Hours Ago
Merge from parent
5 Hours Ago
Merge from blowpupe
5 Hours Ago
Merge from jungle_update
5 Hours Ago
Merge from jungle_update
5 Hours Ago
Update: CoarseQueryGrid - add non-indirect CheckJob API - Also changed the API to return a JobHandle and accept a NativeList Helps avoid extra busy work when we run direct work Tests: ran unit tests
6 Hours Ago
Bugfix: prevent WaterCollision.GetIgnore from returning garbage values Another case that's the same as previous Tests: none, trivial change
6 Hours Ago
Reset the vine position to it's origin when loading a save
Today
Clean: move all CoarseQueryGridJobs to it's own namespace - rename the jobs to avoid duplication with namespace Tests: compiles in editor
Today
Merge from jungle_update
Today
Bugfix: make sure TerrainCollision.GetIgnore doesn't return garbage values Same bug as in WaterCollision that I fixed last friday. Tests: none, trivial change
Today
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Today
Adjust proc gen settings for vine trees Decrease topology range around tree for more jungle foliage
Today
Vines swings now need to be greater than 7m
Today
Fixed codelocked hackable create visuals not marked as dynamic, causes LODs to misbehave
Today
Merge from easter_event_2025
Today
Event bags will now attempt to spawn loot into the belt bar if the main inventory is full, will still drop in the world if both are full
Today
FIxed flamethrower displaying "shield compatible" in it's information panel (it isn't, just a UI issue)
Today
Fixed name label missing on small hunting trophy
Today
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Today
Mesh Update
Today
Fixed item condition bar on item icons not always updating correctly when moving items
Today
Merge from main
Today
merge from Easter_event_2025
Today
Compile fix again
Today
Fix not being able to see clothing with GameObjectLOD in the player preview (ox and tiger mask)
Today
merge from Easter_event_2025
Today
Compile fix
Today
brone egg primitive loot pass
Today
primitive siliver and golden egg gameplay pass
Today
merge from Easter_event_2025
Today
merge from rustige_egg_g_fix
Today
merge from rustige_animatorflag_lod_fix
Today
merge from Easter_event_2025
Today
progress on underwater effects using new way with underwater volume meshes
2 Days Ago
Culling volumes for lights. Lighting LOD & bleed optimization.
2 Days Ago
Looping iteration.
2 Days Ago
Godrays from the top of the ziggurat. Flare texture tweaks. Lighting update.
3 Days Ago
merge from main
3 Days Ago
merge from vendingmachine_storageadaptor_fix