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139,378 Commits over 4,505 Days - 1.29cph!

Yesterday
merge from main
Yesterday
Ladder bare variant
Yesterday
Ladder textures
Yesterday
merge from demo_ui_2
Yesterday
updated Seaturtle model with LODs.
Yesterday
Fix crashing when switching cameras, + error spam.
Yesterday
Glass AR - texture and material update, more tint adjustments
Yesterday
Fix scientist path success check being wrong (or instead of and)
Yesterday
added Satellite.static.entity
Yesterday
Fixed long names on the market terminal rendering over the sides
Yesterday
Setup the viewmodel drop animation that's been unused for years on various grenades
Yesterday
merge from main
Yesterday
merge from vehicle_pooling
Yesterday
helper class cleanup
Yesterday
merge from Sculpture_SmartAlarm
Yesterday
Reapplied sculpture radial wheel text fix, and a typo in the smart alarm text
Yesterday
Added seaturtle mesh and textures, set up material.
Yesterday
Slightly decreased size of fireplace.deployed's deploy volume to fix bug where you couldn't place the fireplace under an existing floor
Yesterday
merge from kriegchainsword_rack_fix
Yesterday
merge from Missing_clothing_worldmodels
Yesterday
removed gibbable from hv arrow, poison arrow, wood arrow and spear gun spear as they weren't used + causing an error for automated testing
Yesterday
merge from automated_testing
Yesterday
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
Yesterday
Remove the short "hold left stick button" delay before toggling run, feels much better instant.
Yesterday
dedicated world model for chainsaw reduced highlight draw from 3->1 and model highlight was actually broken
Yesterday
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
Yesterday
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
Yesterday
Ladder LODs
Yesterday
merge from main
Yesterday
Cleanup
Yesterday
merge from Livestock_animals
Yesterday
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
Yesterday
Use gamepad cursor for inventory management by defaullt (dpad navigation is a convar)
Yesterday
Jungle ziggurat LOD3 fix
Yesterday
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
Yesterday
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
Yesterday
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
Yesterday
Fix using nav samples radius always being halved because detour uses half extent
Yesterday
and again, glass ar description
Yesterday
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
Yesterday
forgot the mesh
Yesterday
updated glass assault rifle description
Yesterday
Update: add TerrainMeta.SampleTerrainMeshHeights Configured to engage async after have more than 4 batches of 256 pos each Tests: ran perf tests
Yesterday
Update(tests): add IsInsideTerrain perf comparison tests Need them to tweak when to engage async and when to skip it internally Tests: ran them
Yesterday
ice ak world model optimisation consolidated into one object, one LOD chain LOD0 tris 13.8k -> 9.5k highlight draws 5 -> 1 removed dead lod states in sunflower, rose, orchid world models
Yesterday
merge from medical_honey_bandage
Yesterday
Fixed world model collision being too small Fixed world model outline referencing the old bandage instead of the new one
Yesterday
Additional UI options for gamepad
Yesterday
More gamepad tweaks and convars, actions.
Yesterday
added and setup dedicated worldmodels for fire and bone arrow reducing highlight draws