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153,390 Commits over 4,536 Days - 1.41cph!

1 Year Ago
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1 Year Ago
merge from naval_update
1 Year Ago
merge from naval_update/deep_sea
1 Year Ago
Merge from /indirect_instancing_fixes
1 Year Ago
Rebase on /main
1 Year Ago
Fix multiple issues with LOD bounds/distance calculations: - Never return zero-bounds for anything, try multiple things and fall back to 1 m³ as a last resort. - Always use bounds (and center) of LOD0 for consensus between LOD states. - Fix fallback renderer using transform position instead of bounds center for distance calculations.
1 Year Ago
updated 3p chainsaw anims with correct idle head position
1 Year Ago
Optim: ServerOcclusion - jobify a bit more + use ScheduleParallel 4.7k map generation time goes from 69s -> 52s, stopping here. I'm likely getting diminishing returns on my PC due to heavy paging (generation takes 8GB+ ram) - will break it down next. Tests: regenerated and visualized cache
1 Year Ago
merge ghost_ship_bugfixes to naval_update
1 Year Ago
editing chainsaw 3p anims and created attack idle anim to possibly be implemented
1 Year Ago
fix attachpoint assignment, was getting stomped when loading entities from save
1 Year Ago
Static versions of various weapons and tools for supplies/weapons store. Replaced proxy world models in scene. Blue variant of tarp mats. Set dressing on supplies store.
1 Year Ago
Spike Trap SFX fixes and material properties.
1 Year Ago
blueprint fragment world model setup
1 Year Ago
PT LOD Progress
1 Year Ago
Remove decals from server ghostship prefab
1 Year Ago
merge from main
1 Year Ago
basic and advanced blueprint world models
1 Year Ago
Optim: ServerOcclusion - convert rest of narrowphase to Burst - Replaced couple NativeList inside TestInsideTerrain with NativeArray to avoid 2GB limitation. Need a different solution for 7k maps 4.7k world generation time went from 130s -> 69s. Longest part is OcclusionIncludeRocks now (47s) Tests: regenerated occlusion on 4.7k world, then visualized the grid
1 Year Ago
Merge from naval_update
1 Year Ago
Replace all ghost ship line IO entities with static wires
1 Year Ago
merge form meta_shift
1 Year Ago
potental fix for spike trap ground watch not working in standalone but working in editor
1 Year Ago
meta_shift -> main
1 Year Ago
Switched military tunnel no build to sphere Added more loot spawn variation, compared to other monument, it was always the exact same spots Loot location shuffle Elite loot unaffected s2p
1 Year Ago
When changing into wait state then take the foot off the throttle
1 Year Ago
Compile fixes
1 Year Ago
Pursue target aquisition Target validity methods Run thought logic at a lower frequency to action logic
1 Year Ago
Merge from sails
1 Year Ago
merge ghostship_bug_fixes to naval_update
1 Year Ago
Bump cull range on buoyancy, raise buoyancy to make it easier to climb ghost ship ladders.
1 Year Ago
Compile fixes
1 Year Ago
New wait state MAX/MIN times to be in wander and wait Move between wandering and waiting if you've been stuck in a state too long
1 Year Ago
fixed undefined surface type of corrugated sheets prefabs as well as an incorrect box collider
1 Year Ago
naval_update -> scientist_boat_ai
1 Year Ago
Add another pref for disabling the companion server
1 Year Ago
Lower yaw/pitch clamps on the cannon
1 Year Ago
Fix Radtown sign by manually disabling mipmap streaming.
1 Year Ago
merge from main
1 Year Ago
New: TestInsideTerrain - Burst version - added unit test Tests: ran unit test
1 Year Ago
Properly fix brightness flicker by using a GlobalKeyword instead of a string
1 Year Ago
merge from naval_update/deep_sea
1 Year Ago
merge from naval_update/deep_sea/wipe
1 Year Ago
merge from test_generator_snapping
1 Year Ago
merge from hide_combatlog_network_ids
1 Year Ago
merge from fillmounts_command
1 Year Ago
merge from catapult_adminreload_fix
1 Year Ago
merge from military_tunnels_radiation_consistency_remerged s2p
1 Year Ago
Command to print deep sea content
1 Year Ago
dome monument loot shuffle s2p