141,123 Commits over 4,505 Days - 1.31cph!

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
Yesterday
Additional UI options for gamepad
Yesterday
More gamepad tweaks and convars, actions.
Yesterday
added and setup dedicated worldmodels for fire and bone arrow reducing highlight draws
Yesterday
Changed honeybandage worldmodel to new material and model
Yesterday
merge from main
Yesterday
S2P water treatment, in hopes of fixing broken PreparePrefabs in builds causing a bunch of issues
Yesterday
Honey Bandage Material and Textures
Yesterday
Hook up damage state change FX on all blockers
Yesterday
merge from automated_testing
Yesterday
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
Yesterday
Reduced network range of watertreatment_pipe_waterproducer.prefab. Stops automated tests failing.
Yesterday
Merge from main
Yesterday
Ladder Tall opee and closed variants LOD0
Yesterday
merge from main
Yesterday
Merge from rentableshop_improvements_aug_26
Yesterday
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
Yesterday
Merge from crude_drain_fix
Yesterday
Better toast
Yesterday
Merge from main
Yesterday
Fixed incorrect embed.
Yesterday
Merge from rendererlod_collapse_improvements
Yesterday
State change FX for all the blockers.
Yesterday
Fix RRP lightingpass memory leak
Yesterday
Merge from main
Yesterday
Merge from hlod_improvements_aug_26
Yesterday
Codegen
Yesterday
Remove some old debugging code
Yesterday
Fix categories not working properly
Yesterday
do a big pass removing server field resets from vehicle pooling, all tests still pass
Yesterday
Merge from PlayerMaintainedMonuments/analytics
2 Days Ago
advanced lootbox (the red toolbox loot crate) now has gibs when emptied/destroyed
2 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.
2 Days Ago
very wip glyph tests
2 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
2 Days Ago
Don't override bestRot before spawning
2 Days Ago
Look for COl when skipping meshes in building block highlights/upgrade
2 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
2 Days Ago
Added footprint functionality into the CliffSandbox dev scene
2 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
2 Days Ago
Apply TerrainFootprint's terrain changes in the PlaceCliffs procedural pipeline after all other component steps before spawn
2 Days Ago
Fix deployables that are inside multiple rooms not working - assign them to their own network groups similar to walls that share multiple rooms and subscribe appropriately
2 Days Ago
fixed small shark .worldmodel weird setup
2 Days Ago
removed switch on sound event for viewmodel deploy
2 Days Ago
TerrainAnchorRingGenerator can now also generate a TerrainFootprint for the cliff to outline TerrainAnchor's and mark a perimeter where terrain should raise up to - this eliminates cases where the terrain erosion step creates gutters that rock formations spawn over, leaving a gap under the rock
2 Days Ago
Normalise 257 collision mesh filenames from _col to _COL Case-only rename for consistency with the other 2,557. GUIDs preserved, no path references, FBX contents untouched - no functional impact. FBX contents and internal mesh names untouched.