135,178 Commits over 4,293 Days - 1.31cph!

10 Months Ago
merge from main
10 Months Ago
Merge from editoronly_ui_convar_warning
10 Months Ago
remove unused watermap array from job
10 Months Ago
switched initial map prepare job to IJobParallelForBatch to reduce locking with parallel writer (temp alloc list of indices and add to write as batch per-job) - also other various micro-optim
10 Months Ago
Update: adding GamePhysics.HandleIgnoreWater - comes with it's own consistency test Going to use those to try to refactor some of the existing code and hopefully shrink it Tests: ran new test
10 Months Ago
Tests: adding tests that generate various "HandleIgnoreCollision" scenarios - added TestHandleIgnoreTerrainConsistency Covers both TerrainCollisionTrigger and WaterVisibilityTrigger. Tests: ran the new unit test, checked that all paths all covered.
10 Months Ago
Merge from snakes
10 Months Ago
Optim: GamePhysics.HandleIgnoreTerrain - replace const seting managed loop with a Burst job Saves 0.1ms on 10k test Tests: ran unit test
10 Months Ago
Merge from wip_gameplay
10 Months Ago
merge from main
10 Months Ago
Optim: allocate smaller buffers for WaterCollision.GetIgnoreIndirect - Added a couple profiling scopes Tests: unit tests
10 Months Ago
Play rustling sound on client alert
10 Months Ago
Bugfix: when we're missing TerrainCollision or WaterCollision, run all of the physics checks for trigger volumes - Added UtilityJobs namespace, moved FillJob<T> to it - Added a utility extension to NativeList<T> to copy from NativeArray<T>.ReadOnly (surprised it's missing) Tests: all relevant unit tests
10 Months Ago
Play the hiss anim when starting hazard
10 Months Ago
merge from main
10 Months Ago
fbx re-export Zigg Tank Large
10 Months Ago
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10 Months Ago
Add a very obvious and very placeholder disappear/reappear effect when snakes reposition - to make it obvious it's intentional and not a bug, until we get real effects.
10 Months Ago
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10 Months Ago
updated layer on jungle number decals prefabs
10 Months Ago
removed the small ziggs from the ziggurat scene - updated the terrain topology maps and terrain blend maps accordingly - s2p
10 Months 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
10 Months Ago
Merge from vertical_storage_test
10 Months Ago
merge from rw_enable_fix
10 Months Ago
merge from server_occlusion_enable_by_default
10 Months Ago
merge from easterinflatablehorse_DLC
10 Months Ago
merge from easterinflatablehorse_DLC
10 Months Ago
merge from meat_stack_fix
10 Months Ago
merge from condition_bar_repair_fix
10 Months Ago
merge from preview_ox_fix
10 Months Ago
merge from trophy_name_fix
10 Months Ago
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10 Months Ago
Merge from parent
10 Months Ago
Merge from blowpupe
10 Months Ago
Merge from jungle_update
10 Months Ago
Merge from jungle_update
10 Months 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
10 Months Ago
Bugfix: prevent WaterCollision.GetIgnore from returning garbage values Another case that's the same as previous Tests: none, trivial change
10 Months Ago
Reset the vine position to it's origin when loading a save
10 Months Ago
Clean: move all CoarseQueryGridJobs to it's own namespace - rename the jobs to avoid duplication with namespace Tests: compiles in editor
10 Months Ago
Merge from jungle_update
10 Months Ago
Bugfix: make sure TerrainCollision.GetIgnore doesn't return garbage values Same bug as in WaterCollision that I fixed last friday. Tests: none, trivial change
10 Months Ago
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10 Months Ago
Adjust proc gen settings for vine trees Decrease topology range around tree for more jungle foliage
10 Months Ago
Vines swings now need to be greater than 7m
10 Months Ago
Fixed codelocked hackable create visuals not marked as dynamic, causes LODs to misbehave
10 Months Ago
Merge from easter_event_2025
10 Months Ago
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
10 Months Ago
FIxed flamethrower displaying "shield compatible" in it's information panel (it isn't, just a UI issue)
10 Months Ago
Fixed name label missing on small hunting trophy