141,150 Commits over 4,505 Days - 1.31cph!

2 Days Ago
Reapplied sculpture radial wheel text fix, and a typo in the smart alarm text
2 Days Ago
Added seaturtle mesh and textures, set up material.
2 Days Ago
Slightly decreased size of fireplace.deployed's deploy volume to fix bug where you couldn't place the fireplace under an existing floor
2 Days Ago
merge from kriegchainsword_rack_fix
2 Days Ago
merge from Missing_clothing_worldmodels
2 Days Ago
removed gibbable from hv arrow, poison arrow, wood arrow and spear gun spear as they weren't used + causing an error for automated testing
2 Days Ago
merge from automated_testing
2 Days Ago
New automated test checking meshes used by monument blockers stage colliders are readable and don't import a material (will be stripped from server builds) Fix the 4 found issues
2 Days Ago
Remove the short "hold left stick button" delay before toggling run, feels much better instant.
2 Days Ago
dedicated world model for chainsaw reduced highlight draw from 3->1 and model highlight was actually broken
2 Days Ago
Bugfix: avoid out of bounds access in FindComponent<T> - also add editor ifdef guards for editor attribute Results array can be oversized, since we reuse it Tests: ran unit tests - pass
2 Days Ago
inlined the work of some jobs to stress the job system less, takes another 5s off the time - water evap/accumulate inlined - slope calculation inlined
2 Days Ago
Ladder LODs
2 Days Ago
merge from main
2 Days Ago
Cleanup
3 Days Ago
merge from Livestock_animals
3 Days Ago
reworked largest erosion job to use an inlined SoA view - reinterpret float array as a float4 in the loop, this lets you to get fully laned SIMD auto-vectorization without needing intrinsics original 47s erosion down to 29s with matching results
3 Days Ago
Use gamepad cursor for inventory management by defaullt (dpad navigation is a convar)
3 Days Ago
Jungle ziggurat LOD3 fix
3 Days Ago
Optim: tweak batch size when calculating server occlusion narrow phase This cuts down 4.5k world server occlusion generation from 45s to 35s in batched mode. Async further brings it down to 22s Tests: ran generation in editor
3 Days Ago
Update: make UnsafeScriptingAccess initialize on editor load Allows to use it in editor-only tools/workflows Tests: ran server occclusion generation in editor, checked profile
3 Days Ago
Small buff to a couple more items with low craft rates Mortar craft cost -5 HQM, -2 pipe Hazmat suit craft cost -1 HQM, -1 tarp Prisoner hood now default BP, removed from tech tree HMLMG craft cost -30 HQM
3 Days Ago
Fix using nav samples radius always being halved because detour uses half extent
3 Days Ago
and again, glass ar description
3 Days Ago
Update: add GamePhysics.FindComponent<T> that supports async Configured async to engage at more than 4 batches of 64 queries Tests: ran perf tests. same perf up to 400 points, at 10k points is 2x faster 0.42ms batched+async vs 0.96ms batched vs 5.4ms serial
3 Days Ago
forgot the mesh
3 Days Ago
updated glass assault rifle description
3 Days Ago
Update: add TerrainMeta.SampleTerrainMeshHeights Configured to engage async after have more than 4 batches of 256 pos each Tests: ran perf tests
3 Days Ago
Update(tests): add IsInsideTerrain perf comparison tests Need them to tweak when to engage async and when to skip it internally Tests: ran them
3 Days Ago
ice ak world model optimisation consolidated into one object, one LOD chain LOD0 tris 13.8k -> 9.5k highlight draws 5 -> 1 removed dead lod states in sunflower, rose, orchid world models
3 Days Ago
merge from medical_honey_bandage
3 Days Ago
Fixed world model collision being too small Fixed world model outline referencing the old bandage instead of the new one
3 Days Ago
Additional UI options for gamepad
3 Days Ago
More gamepad tweaks and convars, actions.
3 Days Ago
added and setup dedicated worldmodels for fire and bone arrow reducing highlight draws
3 Days Ago
Changed honeybandage worldmodel to new material and model
3 Days Ago
merge from main
3 Days Ago
S2P water treatment, in hopes of fixing broken PreparePrefabs in builds causing a bunch of issues
3 Days Ago
Honey Bandage Material and Textures
3 Days Ago
Hook up damage state change FX on all blockers
3 Days Ago
merge from automated_testing
3 Days Ago
World model LOD fixes - 6 prefabs drawing every LOD at once MilitaryFlamethrower, ak47u_jungle, scrap, crankshaft1/2/3 and stone had LODGroups with null or duplicated renderer refs, so every LOD drew at once regardless of distance. LOD0 optimisation pass on these too: 47,280 -> 22,675 tris world models where applicable combiend into single worldmodel mesh for simplicity and optimisation, reducing highlight draws when item is dropped: flamethrower 4 → 1, jungle AK 3 → 1, crankshafts 3 → 1 each, scrap 2 → 1
3 Days Ago
Reduced network range of watertreatment_pipe_waterproducer.prefab. Stops automated tests failing.
3 Days Ago
Merge from main
3 Days Ago
Ladder Tall opee and closed variants LOD0
3 Days Ago
merge from main
3 Days Ago
Merge from rentableshop_improvements_aug_26
3 Days Ago
You can no longer access the open shop prompt on a rentable shop if you have stored items in it (prevents being the owner of a shop and having reclaim items at the same time) Rentable shop vending machine stoarge is now refrigerated if the power plant is powered
3 Days Ago
Merge from crude_drain_fix
3 Days Ago
Better toast