141,128 Commits over 4,505 Days - 1.31cph!

Yesterday
Fix using nav samples radius always being halved because detour uses half extent
Yesterday
and again, glass ar description
Yesterday
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
Yesterday
forgot the mesh
Yesterday
updated glass assault rifle description
Yesterday
Update: add TerrainMeta.SampleTerrainMeshHeights Configured to engage async after have more than 4 batches of 256 pos each Tests: ran perf tests
Yesterday
Update(tests): add IsInsideTerrain perf comparison tests Need them to tweak when to engage async and when to skip it internally Tests: ran them
Yesterday
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
Yesterday
merge from medical_honey_bandage
Yesterday
Fixed world model collision being too small Fixed world model outline referencing the old bandage instead of the new one
2 Days Ago
Additional UI options for gamepad
2 Days Ago
More gamepad tweaks and convars, actions.
2 Days Ago
added and setup dedicated worldmodels for fire and bone arrow reducing highlight draws
2 Days Ago
Changed honeybandage worldmodel to new material and model
2 Days Ago
merge from main
2 Days Ago
S2P water treatment, in hopes of fixing broken PreparePrefabs in builds causing a bunch of issues
2 Days Ago
Honey Bandage Material and Textures
2 Days Ago
Hook up damage state change FX on all blockers
2 Days Ago
merge from automated_testing
2 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
2 Days Ago
Reduced network range of watertreatment_pipe_waterproducer.prefab. Stops automated tests failing.
2 Days Ago
Merge from main
2 Days Ago
Ladder Tall opee and closed variants LOD0
2 Days Ago
merge from main
2 Days Ago
Merge from rentableshop_improvements_aug_26
2 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
2 Days Ago
Merge from crude_drain_fix
2 Days Ago
Better toast
2 Days Ago
Merge from main
2 Days Ago
Fixed incorrect embed.
2 Days Ago
Merge from rendererlod_collapse_improvements
2 Days Ago
State change FX for all the blockers.
2 Days Ago
Fix RRP lightingpass memory leak
2 Days Ago
Merge from main
2 Days Ago
Merge from hlod_improvements_aug_26
2 Days Ago
Codegen
2 Days Ago
Remove some old debugging code
2 Days Ago
Fix categories not working properly
2 Days Ago
do a big pass removing server field resets from vehicle pooling, all tests still pass
2 Days Ago
Merge from PlayerMaintainedMonuments/analytics
3 Days Ago
advanced lootbox (the red toolbox loot crate) now has gibs when emptied/destroyed
3 Days Ago
Disable tangent import on all collision meshes All collision meshes were calculating and storing tangents that collision geometry never uses. Set tangentImportMode to None, removing around 33 MB of mesh data. Import settings only - no mesh or reference changes.
3 Days Ago
very wip glyph tests
3 Days Ago
salvaged hammer refresh work - folder cleanup - removed old anims, models, files - updated naming of 3p anims - tweaked sound event timing on 3p anims
3 Days Ago
Don't override bestRot before spawning
3 Days Ago
Look for COl when skipping meshes in building block highlights/upgrade
3 Days Ago
Applied terrain footprint to rock_formation_small_d to fix terrain gaps when it spawns over terrain erosion gutters - need to do a pass over all similar 'flat' rock prefabs
3 Days Ago
Added footprint functionality into the CliffSandbox dev scene
3 Days Ago
More tweaks and improvements. Populate tiles in customizer with options defined in character manifest. Fix two extra races being added for no reason
3 Days Ago
Apply TerrainFootprint's terrain changes in the PlaceCliffs procedural pipeline after all other component steps before spawn