198,679 Commits over 4,140 Days - 2.00cph!

5 Months Ago
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5 Months Ago
Tweaks to CookingTable lighting to stop bleed onto the top shelf where food being cooked is now shown.
5 Months Ago
merge from main
5 Months Ago
reset weather update sequences when enabling clouds
5 Months Ago
LOD0 and prefabs setup condenser tanks smalls
5 Months Ago
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5 Months Ago
HBHF sensor optimisations: Reduced the trigger radius to 11m, closer to the sensor max range (10m) Disable the detectiong trigger when the sensor is not powered Set the exclude layers
5 Months Ago
Setup armor insert icons
5 Months Ago
Merge DLSS fix to Main
5 Months Ago
exported some tiger animations with wibbley wobbley tail physics
5 Months Ago
Chicken reaction animation update
5 Months Ago
merge from buildingprivilege_cache_fix
5 Months Ago
Fixed entity building privilege cache reading as false negative, fixes shelter giving 0 building privilege
5 Months Ago
fix terrain paint layer shader error
5 Months Ago
optimise_fogoverlay -> crafting_update
5 Months Ago
Added profiling to the fog overlay
5 Months Ago
Optimise UIFogOverlay. Now only looks at nearby active smoke grenades (using a spatial grid). It used to loop through every active smoke grenade on the map.
5 Months Ago
Optim: Allocate scratch buffer on the stack instead of thread local mem Perf tests showed same performance, so we can save on the global allocation Tests: ran editor on craggy
5 Months Ago
Added World Model FBX and Material for the Wheat, Rose, Orchid and Sunflower Seed World Models
5 Months Ago
Fix armour slot issue when reskinning certain items, which only showed up after item ownership merge (my bug - worked before the merge by luck)
5 Months Ago
bees -> crafting_update
5 Months Ago
Bees now die in the smoke of a smoke grenade
5 Months Ago
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5 Months Ago
bees -> bee_grenade2
5 Months Ago
bamboo scaffold kit
5 Months Ago
Bee grenade base crafting pass
5 Months Ago
Prefabbed concrete walkway kit. Added custom COL. Added to Asset Gym
5 Months Ago
Fixed bee grenade viewmodel scale
5 Months Ago
Optim: avoid scratch buffer round trip After checking internals, GUID serialization is also alloc-free, so routing through that. Tests: profiled in editor
5 Months Ago
Optim: eliminate float/double related allocs in EventRecordField.Serialize Need to run a couple additional experiments(stackalloc, tagged union), but this part is basically done. Tests: ran in editor, observed in profiler that no more allocs are happening in Serialize for small records
5 Months Ago
- Setup open/close sounds for deployed hive - Change deployment sound to boxes
5 Months Ago
merge from crafting_update
5 Months Ago
Fixed glowing billboards on trumpet trees Tweaked LOD distances on bromeliads Adjusted jungle densities
5 Months Ago
Jungle ground plants progress / ferns and optimization
5 Months Ago
Force network update when heat source changes
5 Months Ago
Setup standalone impact effect for natural hives. Swapped to dirt sounds as a stand in
5 Months Ago
sound trigger volumes
5 Months Ago
heliconia billboards, prefabs, spawn prefabs
5 Months Ago
updated pie icons with lewis's new ones and added the unsued ones too
5 Months Ago
tiger attack ledge anim exported after vertical movement edits
5 Months Ago
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5 Months Ago
merge from crafting_update
5 Months Ago
Manifest update
5 Months Ago
merge from main
5 Months Ago
Optim: EventRecordField - use thread local scratch to avoid GUID serialization allocs Tests: validated value via debugging, unity profiler showed no allocs during Serialize(CSV) call
5 Months Ago
crafting_update -> Aux2
5 Months Ago
bees -> crafting_update
5 Months Ago
Setup Beehive item filters
5 Months Ago
Merge from crafting_update