155,724 Commits over 4,536 Days - 1.43cph!

2 Days Ago
Cleanup filenames from 1.2 / 3.4 to half / three quarter
2 Days Ago
Parallel pair gathering for server occlusion now uses the same wait-and-integrate mechanism as net subscription updates - also reduced pair gathering player count to 16 from 64, to ensure more threads are being used in medium-high pop scenarios - consistency tests pass
2 Days Ago
- Tighten up some colouring, spacing etc - Stop the eyes working at weird ass angles
2 Days Ago
Fix truncated corridor reporting "path complete" when buffer was too small instead of "path complete"
2 Days Ago
Re-render all sandbag deployables for consistent appearance.
2 Days Ago
- Add slot icon rendering - Ensure ui takes up the whole page - Shrink choice down a little bit - Fix weird eye rendering in character customisation
2 Days Ago
Setup icon rendering. Render icons for new sandbags.
2 Days Ago
Fully burst parallel path following, had to do some native changes so that each agent can create and pass a different query instead of sharing, -30% - ai.batch_navmesh_transforms for only parallel transform update - ai.batch_navmesh_pathfollowing for full parallel
2 Days Ago
Adding squirrel rig
2 Days Ago
Merge from main
2 Days Ago
Removed temp shell box from random room vendor B and replaced w/ proper underground volume to block skylight
2 Days Ago
New sandbag variations unlock with original / BP button fix.
2 Days Ago
Fix server stall caused by dtRaycast infinite loop, bump nav version so we can ditch the saves with degenerate polys
2 Days Ago
separate critter FSM to different budgeted work queue, with lower frametime
2 Days Ago
More work on random room C - plus wire/pipe pass
2 Days Ago
Missed file
2 Days Ago
- Add color selection system for hair/skin colour - Add spotlight above the character - Dont rerender all icons if you change colour
2 Days Ago
merging 3p arrows not hiding fix
2 Days Ago
merge from main
2 Days Ago
Unfucking ifdefs
2 Days Ago
More path following optis for -17.5%: - Cache transform in navmesh agent - Use reference equal instead of == for independantNavmesh to avoid the unity overload - Batch apply transforms after ticking all agents with IJobParallelForTransform - Remove one normalize to the movement math
2 Days Ago
Made ferry terminal loot room functional with power grid
2 Days Ago
More setup
2 Days Ago
Enabled graphics jobs on Mac Switched graphics jobs to Split
2 Days Ago
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2 Days Ago
Fix for 3p_bow not hiding the arrow mesh on the server
2 Days Ago
Updates to all weapon anim controllers to match convention
2 Days Ago
First pass procedural cow pattern shader
2 Days Ago
merge from Livestock_animals
2 Days Ago
ladders merge
2 Days Ago
Ferry terminal power grid loot room
2 Days Ago
Add items, link em up.
2 Days Ago
More navmesh and path following optis: - Disable navmesh carving completely when new navmesh is enabled, we still had its overhead - Pin arrays before marshalling them, because unity's mono is not smart enough to do it and is copying everything which is excruciatingly slow - During path following, when calculating remaining distance, cache the rest of the path and only update the current segment we're on, instead of recalculating the length of the whole path - Add telemetry to new navmesh
2 Days Ago
Merge from main
2 Days Ago
Cow eat animations to include trough variants
2 Days Ago
Reverse gate open direction. Tweak gate volumes so it can be snap placed more betterer.
2 Days Ago
Fix compile error in ConsoleSystem
2 Days Ago
Fix missing #if SERVER directing to gate navbakestats
2 Days Ago
Fix compile error with url in "none" compile mode
2 Days Ago
Merge: from main
2 Days Ago
merge from ai_hotfixes_for_monument_blocker_patch
2 Days Ago
Subtract the subtract
2 Days Ago
Update gate bounds
2 Days Ago
Tooling to switch to the testbed steam app in editor
2 Days Ago
merge from main
2 Days Ago
merge from main
2 Days Ago
halloween door wreath deploy guide fix, also fixed easter door wreath too. Deploy guide sound fix on string lights. Pickup fix on halloween door wreath
2 Days Ago
Subtract 163412 new_navmesh_fixes
2 Days Ago
Some UI bits