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111,232 Commits over 3,928 Days - 1.18cph!

3 Months Ago
small caves rocks dressing
3 Months Ago
medium caves rocks dressing
3 Months Ago
Allow surrender gesture when ducking
3 Months Ago
merge from /world_update_2/flashlightfixes/fulloverhaul/
3 Months Ago
merge from travelling_vendor_fixes_2
3 Months Ago
merge from patrol_heli_crash_filters
3 Months Ago
merge from radioactive_water_buff
3 Months Ago
large caves rocks dressing
3 Months Ago
update to mil tunnel rocks prefab, some terrain tweaks to go along
3 Months Ago
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3 Months Ago
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3 Months Ago
Some folder restructuring now that we have actual assets
3 Months Ago
Reapply animator changes
3 Months Ago
Merge from main (stomp PlayerAnimation, will need to redo changes)
3 Months Ago
Proof of concept for using AsyncGPUReadback to get the mesh data from the GPU even if it's been marked as non r/w Only grabs vertices for now
3 Months Ago
Adjusted RendererBatch inspector to more accurately recommend fixes (eg. LOD0 and LOD1 are incompatible but LOD2 is batchable, now shows all issues and a buton mark the mesh as r/w) Updated the scene wide fixers to mark a mesh as r/w if at least one mesh in a LOD hierarchy is compatible with batching Reran the automated updater, gixed a further 62 items This brings the batches in radtown to around 2300, a saving of around 700
3 Months Ago
Slight value tweaks
3 Months Ago
Greatly buffed rad amount from sprinklers by over 70% This makes it high enough to lightly affect full kits
3 Months Ago
Buffed the amount of rads given by splashes of radioactive water by 40%
3 Months Ago
Prevent Bunker Entrances being valid targets for heli crash
3 Months Ago
Fix taking radiation damage from certain combinations of clothes despite having 10 radiation protection - round radiation on server to nearest whole number
3 Months Ago
Added a warning to the RendererBatch component if a mesh has been assigned that is not compatible with renderer batching Checks for submeshes, vert counts and r/w status Added a tool in "Tools/Optimize/Find RendererBatch not marked read write/Fix" that will enable r/w on any models in the scene that are otherwise compatible with batching Ran this on radtown, picked up 177 objects S2P radtown
3 Months Ago
Fix crafting queue getting stuck at 0 seconds and wrong item when reordering crafting queue and cancelling items
3 Months Ago
Fix water jug & bucket dumping water if you leave water while holding right click to fill them
3 Months Ago
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3 Months Ago
Merge from main
3 Months Ago
- Add a boolean to monuments allowing manual control of if heli should crash there or not - Ensure patrol heli respects the filter
3 Months Ago
merge from main
3 Months Ago
merge from wallpaper
3 Months Ago
merge from stables_npc_fix
3 Months Ago
Fix NRE happening on TravellingVendor::IgnorePlayer
3 Months Ago
Wrap spawn logs in UNITY_EDITOR checks
3 Months Ago
Merge from fix_computer_station_enter -> main
3 Months Ago
Stop Travelling Vendor from spawning on top of stuff inside the Radtown: - Simplified Travelling Vendor spawning - Profiling for spawn attempts - Topology alongside better physics checks - Refactor
3 Months Ago
Fix having to click on the input field after each camera you enter in computer station
3 Months Ago
Added rock_formation_huge_e
3 Months Ago
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3 Months Ago
Radtown puts down monument topology
3 Months Ago
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3 Months Ago
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3 Months Ago
Update: Whole tree streaming logic is time budgetted - Right now has a budget of 1ms, controlled by UpdateBudgetMS convar - Streaming preference is given to players who have more cells left to stream This change protects us from having too many players in the streaming queue eating up all the frame budget. Tests: On craggy confirmed that streaming still completes
3 Months Ago
Changes to rope segments of catapult. Added transmission to parts that needed it.
3 Months Ago
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3 Months Ago
Early tests at getting siege weapons hitchable by horses and cars Tweaked catapult colliders, added repel and hurt triggers
3 Months Ago
Update: consolidate tree manager cell streaming - Hidden behind the Network level 2 logging Right now we don't fit the 10micros budget(~60micros), so we end up sending 1 cell per player - going to add a frame budget with player sorting to avoid hogging the server Tests: On 4.5k procgen map tracked first and second player connecting, was able to observe cost of jit
3 Months Ago
- Further cloud experimenting/prototyping - Set up proper render order for output texture (mesh in front of sky dome/sun/moon/stars) - Set up shader to render clouds into reflection probe - Better partial update pattern
3 Months Ago
attachments wip
3 Months Ago
Minor bounce shift to fix stray spec.
3 Months Ago
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