127,578 Commits over 4,201 Days - 1.27cph!

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
22 Days Ago
Merge from sails
22 Days Ago
merge ghostship_bug_fixes to naval_update
22 Days Ago
Bump cull range on buoyancy, raise buoyancy to make it easier to climb ghost ship ladders.
22 Days Ago
Compile fixes
22 Days Ago
New wait state MAX/MIN times to be in wander and wait Move between wandering and waiting if you've been stuck in a state too long
22 Days Ago
fixed undefined surface type of corrugated sheets prefabs as well as an incorrect box collider
22 Days Ago
naval_update -> scientist_boat_ai
22 Days Ago
Add another pref for disabling the companion server
22 Days Ago
Lower yaw/pitch clamps on the cannon
22 Days Ago
Fix Radtown sign by manually disabling mipmap streaming.
22 Days Ago
merge from main
22 Days Ago
New: TestInsideTerrain - Burst version - added unit test Tests: ran unit test
22 Days Ago
Properly fix brightness flicker by using a GlobalKeyword instead of a string
22 Days Ago
merge from naval_update/deep_sea
22 Days Ago
merge from naval_update/deep_sea/wipe
22 Days Ago
merge from test_generator_snapping
22 Days Ago
merge from hide_combatlog_network_ids
22 Days Ago
merge from fillmounts_command
22 Days Ago
merge from catapult_adminreload_fix
22 Days Ago
merge from military_tunnels_radiation_consistency_remerged s2p
22 Days Ago
Command to print deep sea content
22 Days Ago
dome monument loot shuffle s2p
22 Days Ago
light house monument pass, very minor loot placement changes
22 Days Ago
UV Fix for spike trap
22 Days Ago
merge from main
22 Days Ago
fixed boat wall.window dimensions, made colliders snug
22 Days Ago
Merge from main and parent
22 Days Ago
Merge from main
22 Days Ago
elite crates have a chance to generate advance blueprint fragment loot lowerd chance of MLRS ammo
22 Days Ago
desc update
22 Days Ago
Removed stairs.wood block from global stair prefab, eliminating double reference (spotted in gibs)
22 Days Ago
hackable crate loot always contains advance blueprint fragments
22 Days Ago
basic and advance loot base setup
22 Days Ago
Workbench tier 2 and 3 now require 5 blueprint fragments - numbers subject to change - Workbench T2 - 5 basic blueprint fragments - Workbench T3 - 5 Advance blueprint fragments
22 Days Ago
Added basic and advance blueprint fragments - Damaged diagrams containing partial information to constuct a Tier 2 Workbench for advanced crafting. Several fragments are needed. - Precision schematics with complex information, multiple fragments are necessary for crafting a Tier 3 Workbench.