138,209 Commits over 4,324 Days - 1.33cph!

Today
Salvaged cleaver audio rework and implementation
Today
merge from main
Today
merge from deepsea_fixes/loot
Today
Terrain collision update tests - Implement CPU heightmap functions in GPU compute (HeightMapApply), should remove need for map sync - Profile tests for AddHeight and SetHeightsDelayLOD using a limited texel area - Add option to use terrain R16 maps, and the active terrain render texture - Use R16 UAV heightmap for compute and terrain vertex shader - Improve camera culling by including min/max height of cell
Today
Apply the same changes to all 4 tropical islands, expecting similar savings
Today
Simplify the tutorial island mesh collider in blender, most of the detail was under the ocean and in a grid pattern so not needed 293k tris -> 17k 8.53mb -> 496kb on disk Should go from 29.3mb in memory to 500kb, will need to verify final savings in build
Today
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Today
Equip Weapon Tool now looks through children of selected object before rescanning from the transform root
Today
Merge from sunken_and_combat_knife_orientation_fix
Today
Merge from puddlefix
Today
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Today
Merge from increased_deepsea_render
Today
Applied LODGroupDeepSeaConfig to RHIB and PT boat
Today
Added a new LODGroupDeepSeaConfig component for stuff using LODGroups, modifies the culling screen height percentage if the renderer is in the deep sea Applied to sails
Today
LOD components that are dynamic and in the deep sea will now return a quarter of the actual distance in GetDistance, should make things render further out without having to make changes across all prefabs
Today
merge from deepsea_fixes
Today
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Today
Merge from main Auto conflict resolution on mannequin_deployed, xylophone.deployed, parachute.item
Yesterday
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2 Days Ago
Store page baseline, skin viewer for the 16 boxes
2 Days Ago
Start work on a way for us to be able to make custom maps in editor for testing. Primarily revolving around modifying procgen settings: such as monuments to place, roads, rocks, etc. - Setup disabled flag on all procedural components
3 Days Ago
train_coupling_sound_fix -> main
3 Days Ago
Fixed train car coupling and line up audio playing twice
3 Days Ago
Add deep sea open notification sound to monument notification sound system codegen for RPC call
3 Days Ago
Moved ghostship scripts in the right folder
3 Days Ago
Deep sea initial loot fill is now around 70% Loot slowly respawns over time (except for elite crates and airdrops) S2P all islands
3 Days Ago
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3 Days Ago
Fixed wallpaper still using batching in boats
3 Days Ago
merge from large_oilrig_misc_fixes
3 Days Ago
Changed all "collider_helper" gameobject colliders on large oilrig to use the Prevent Movement layer so you never get Line Of Sight antihack violations/invalids when shooting directly down from vent openings. These colliders exist to help you get inside the vents. Ran S2P
3 Days Ago
Swapped the 3 lingering black fuel barrels on the top floor of large oilrig with 2 yellow barrels and 1 red barrel (see oilrig_remove_static_oil_barrels) - Ran S2P
3 Days Ago
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3 Days Ago
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3 Days Ago
Add weight threshold to modular boat physics sounds so dropped items, thrown C4, etc don't play the boat's phys impacts
3 Days Ago
Boat building blocks can always be demolished (in edit mode), removed timer. Added BoatBuildingBlock.AlwaysDemolishable convar to toggle it (default on)
3 Days Ago
removing duplicate unused textures, re-assigned correct texture in materials that used the duplicate
3 Days Ago
new textures for building generic trim set to enable vertex blend use
3 Days Ago
Merge PR: Toolgun trace not hitting parented props re-fix Fixed a crash to do with HTLV
3 Days Ago
merge from painting_qol_fixes
3 Days Ago
merge from main
3 Days Ago
Also fix singleplayer networking of health for NPCs Player text chat cleanups * Removes unused usermessage SayText2 Get rid of unused VoiceSubtitle usermessage Unregister unused usermessages & their handlers * HintText, KeyHintText, AmmoDenied * Deletes CHudHistoryResource Remove the unused, never working Hint system Removes CBasePlayer::Hints, ShouldShowHints, HintMessage, StartHintTimer, StopHintTimer, RemoveHintTimer Removes C_BasePlayer::Hints, ShouldShowHints, HintMessage Bump network version
3 Days Ago
remove debug logs
3 Days Ago
added flag toggle for hopper on all component boxes
3 Days Ago
Switch LoadNativeSimData() from reading into a managed array to reading into NativeArray so it doesn't affect heap watermark
3 Days Ago
Add FileEx.ReadAllBytesNative() that returns a NativeArray<byte> instead of byte[]
3 Days Ago
Updated conditions for component boxes showing contents, removing competitive disadvantage of raiders seeing box contents. Added flag for hopper on component boxes, to hide some parts of visuals
3 Days Ago
Fix the deep sea OceanSimulation loading a 2nd copy of the ocean sim data since they both read the same file from disk - pass in NativeSimData from outside of OceanSimulation instead of reading it inside the constructor - only dispose NativeSimData once when it's shared - saves 80MB
3 Days Ago
Fixed a spawn group on Tropical1 using a boat prefab instead of a ruin dwelling