127,567 Commits over 4,201 Days - 1.27cph!

22 Days Ago
merge ghostship_timeouts fix to naval_update
22 Days Ago
Disable timeouts on ghost ships
22 Days Ago
Make ghost ship environment volumes dynamic
22 Days Ago
Set dressing on supplies barge
22 Days Ago
Regenerate ConsoleSystem.cs
22 Days Ago
Regenerate ConsoleSystem.cs
22 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)
22 Days Ago
crossbow anim update
22 Days Ago
When in dynamic mode, give the preview crosshair a pulsing animation and block changes to scaling
22 Days Ago
basic blueprint fragment pickup item always spawns on red keycard desk, next to red keycard (blue puzzle room)
22 Days Ago
re-enable collision with dropped items after short timeout
22 Days Ago
merge from main
22 Days Ago
added foliage displacement to the drone because I kept losing them
22 Days Ago
Merge other fixes from /indirect_instancing
22 Days Ago
Rebase on /main
22 Days Ago
Merge build fix from /indirect_instancing_fixes
22 Days Ago
Restore constant that I removed because I was an idiot.
22 Days Ago
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22 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
22 Days Ago
updated the chainsaw PORC (player override controller)
22 Days Ago
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22 Days Ago
merge from naval_update
22 Days Ago
merge from naval_update/deep_sea
22 Days Ago
Merge from /indirect_instancing_fixes
22 Days Ago
Rebase on /main
22 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.
22 Days Ago
updated 3p chainsaw anims with correct idle head position
22 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
22 Days Ago
merge ghost_ship_bugfixes to naval_update
22 Days Ago
editing chainsaw 3p anims and created attack idle anim to possibly be implemented
22 Days Ago
fix attachpoint assignment, was getting stomped when loading entities from save
22 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.
22 Days Ago
Spike Trap SFX fixes and material properties.
22 Days Ago
blueprint fragment world model setup
22 Days Ago
PT LOD Progress
22 Days Ago
Remove decals from server ghostship prefab
22 Days Ago
merge from main
22 Days Ago
basic and advanced blueprint world models
22 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
22 Days Ago
Merge from naval_update
22 Days Ago
Replace all ghost ship line IO entities with static wires
22 Days Ago
merge form meta_shift
22 Days Ago
potental fix for spike trap ground watch not working in standalone but working in editor
22 Days Ago
meta_shift -> main
22 Days 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
22 Days Ago
When changing into wait state then take the foot off the throttle
22 Days Ago
Compile fixes
22 Days Ago
Pursue target aquisition Target validity methods Run thought logic at a lower frequency to action logic