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139,484 Commits over 4,505 Days - 1.29cph!

3 Days Ago
Fix corrupt hazmat suit item prefab
3 Days Ago
Merge from setflag_remove
3 Days Ago
Remove obsolete SetFlag and replace existing usages with the disposable pattern
3 Days Ago
exported edited flashlight refresh 3p anims and new vm admire anim
3 Days Ago
Merge: from main
3 Days Ago
Update(editor): add heightmap sample and isInside visualization to server occlusion editor debug Spent too long chasing non-existent domain reload ghosts Tests: visualized occlusion of EU East 1. tested occlusion gen on craggy with 2p
3 Days Ago
merge from main
3 Days Ago
Ladder bare variant
3 Days Ago
Ladder textures
3 Days Ago
merge from demo_ui_2
3 Days Ago
updated Seaturtle model with LODs.
3 Days Ago
Fix crashing when switching cameras, + error spam.
3 Days Ago
Glass AR - texture and material update, more tint adjustments
3 Days Ago
Fix scientist path success check being wrong (or instead of and)
3 Days Ago
added Satellite.static.entity
3 Days Ago
Fixed long names on the market terminal rendering over the sides
3 Days Ago
Setup the viewmodel drop animation that's been unused for years on various grenades
3 Days Ago
merge from main
3 Days Ago
merge from vehicle_pooling
3 Days Ago
helper class cleanup
3 Days Ago
merge from Sculpture_SmartAlarm
3 Days Ago
Reapplied sculpture radial wheel text fix, and a typo in the smart alarm text
3 Days Ago
Added seaturtle mesh and textures, set up material.
3 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
3 Days Ago
merge from kriegchainsword_rack_fix
3 Days Ago
merge from Missing_clothing_worldmodels
3 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
3 Days Ago
merge from automated_testing
3 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
3 Days Ago
Remove the short "hold left stick button" delay before toggling run, feels much better instant.
3 Days Ago
dedicated world model for chainsaw reduced highlight draw from 3->1 and model highlight was actually broken
3 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
3 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
3 Days Ago
Ladder LODs
3 Days Ago
merge from main
3 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