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139,703 Commits over 4,383 Days - 1.33cph!

1 Year Ago
updated layer on jungle number decals prefabs
1 Year Ago
removed the small ziggs from the ziggurat scene - updated the terrain topology maps and terrain blend maps accordingly - s2p
1 Year 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
1 Year Ago
Merge from vertical_storage_test
1 Year Ago
merge from rw_enable_fix
1 Year Ago
merge from server_occlusion_enable_by_default
1 Year Ago
merge from easterinflatablehorse_DLC
1 Year Ago
merge from easterinflatablehorse_DLC
1 Year Ago
merge from meat_stack_fix
1 Year Ago
merge from condition_bar_repair_fix
1 Year Ago
merge from preview_ox_fix
1 Year Ago
merge from trophy_name_fix
1 Year Ago
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1 Year Ago
Merge from parent
1 Year Ago
Merge from blowpupe
1 Year Ago
Merge from jungle_update
1 Year Ago
Merge from jungle_update
1 Year 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
1 Year Ago
Bugfix: prevent WaterCollision.GetIgnore from returning garbage values Another case that's the same as previous Tests: none, trivial change
1 Year Ago
Reset the vine position to it's origin when loading a save
1 Year Ago
Clean: move all CoarseQueryGridJobs to it's own namespace - rename the jobs to avoid duplication with namespace Tests: compiles in editor
1 Year Ago
Merge from jungle_update
1 Year 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
1 Year Ago
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1 Year Ago
Adjust proc gen settings for vine trees Decrease topology range around tree for more jungle foliage
1 Year Ago
Vines swings now need to be greater than 7m
1 Year Ago
Fixed codelocked hackable create visuals not marked as dynamic, causes LODs to misbehave
1 Year Ago
Merge from easter_event_2025
1 Year 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
1 Year Ago
FIxed flamethrower displaying "shield compatible" in it's information panel (it isn't, just a UI issue)
1 Year Ago
Fixed name label missing on small hunting trophy
1 Year Ago
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1 Year Ago
Mesh Update
1 Year Ago
Fixed item condition bar on item icons not always updating correctly when moving items
1 Year Ago
Merge from main
1 Year Ago
merge from Easter_event_2025
1 Year Ago
Compile fix again
1 Year Ago
Fix not being able to see clothing with GameObjectLOD in the player preview (ox and tiger mask)
1 Year Ago
merge from Easter_event_2025
1 Year Ago
Compile fix
1 Year Ago
brone egg primitive loot pass
1 Year Ago
primitive siliver and golden egg gameplay pass
1 Year Ago
merge from Easter_event_2025
1 Year Ago
merge from rustige_egg_g_fix
1 Year Ago
merge from rustige_animatorflag_lod_fix
1 Year Ago
merge from Easter_event_2025
1 Year Ago
progress on underwater effects using new way with underwater volume meshes
1 Year Ago
Culling volumes for lights. Lighting LOD & bleed optimization.
1 Year Ago
Looping iteration.
1 Year Ago
Godrays from the top of the ziggurat. Flare texture tweaks. Lighting update.