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156,968 Commits over 4,566 Days - 1.43cph!

36 Days Ago
enabled swimming for frogs, with first pass animator setup fixed frog interest, now more consistently finds water spots to start croaking
36 Days Ago
Biofuel Generator: blockout testing deployment - deployed prefab: referenced mixing table, simple box colliders, foliage displacement - guide prefab using same FBX - item generator.biofuel with placeholder blueprint and icon - needs Update Game Manifest
36 Days Ago
Fix animation test missing some animation events, fix a couple more cases that cause warnings ingame
36 Days Ago
merge from automated_testing
36 Days Ago
- Help window - Increased size of the creator window - Minor icon size polish
36 Days Ago
merge from main
36 Days Ago
exported latest nailgun refresh vm anims
36 Days Ago
Merge from livestock_nav_optis (linux and mac dll not built yet)
36 Days Ago
Added pattern tester script Some material updates
36 Days Ago
Cleanup filenames from 1.2 / 3.4 to half / three quarter
36 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
36 Days Ago
- Tighten up some colouring, spacing etc - Stop the eyes working at weird ass angles
36 Days Ago
Fix truncated corridor reporting "path complete" when buffer was too small instead of "path complete"
36 Days Ago
Re-render all sandbag deployables for consistent appearance.
36 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
36 Days Ago
Setup icon rendering. Render icons for new sandbags.
36 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
36 Days Ago
Adding squirrel rig
36 Days Ago
Merge from main
36 Days Ago
Removed temp shell box from random room vendor B and replaced w/ proper underground volume to block skylight
36 Days Ago
New sandbag variations unlock with original / BP button fix.
36 Days Ago
Fix server stall caused by dtRaycast infinite loop, bump nav version so we can ditch the saves with degenerate polys
36 Days Ago
separate critter FSM to different budgeted work queue, with lower frametime
36 Days Ago
More work on random room C - plus wire/pipe pass
36 Days Ago
Missed file
36 Days Ago
- Add color selection system for hair/skin colour - Add spotlight above the character - Dont rerender all icons if you change colour
36 Days Ago
merging 3p arrows not hiding fix
36 Days Ago
merge from main
36 Days Ago
Unfucking ifdefs
36 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
36 Days Ago
Made ferry terminal loot room functional with power grid
36 Days Ago
More setup
36 Days Ago
Enabled graphics jobs on Mac Switched graphics jobs to Split
36 Days Ago
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36 Days Ago
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36 Days Ago
Fix for 3p_bow not hiding the arrow mesh on the server
36 Days Ago
Updates to all weapon anim controllers to match convention
36 Days Ago
First pass procedural cow pattern shader
36 Days Ago
merge from Livestock_animals
36 Days Ago
ladders merge
36 Days Ago
Ferry terminal power grid loot room
36 Days Ago
Add items, link em up.
36 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
36 Days Ago
Merge from main
36 Days Ago
Cow eat animations to include trough variants
36 Days Ago
Reverse gate open direction. Tweak gate volumes so it can be snap placed more betterer.
36 Days Ago
Fix compile error in ConsoleSystem
36 Days Ago
Fix missing #if SERVER directing to gate navbakestats
36 Days Ago
Fix compile error with url in "none" compile mode
36 Days Ago
Merge: from main