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122,043 Commits over 4,048 Days - 1.26cph!

37 Days Ago
remove unused watermap array from job
37 Days Ago
switched initial map prepare job to IJobParallelForBatch to reduce locking with parallel writer (temp alloc list of indices and add to write as batch per-job) - also other various micro-optim
37 Days Ago
Update: adding GamePhysics.HandleIgnoreWater - comes with it's own consistency test Going to use those to try to refactor some of the existing code and hopefully shrink it Tests: ran new test
37 Days Ago
Tests: adding tests that generate various "HandleIgnoreCollision" scenarios - added TestHandleIgnoreTerrainConsistency Covers both TerrainCollisionTrigger and WaterVisibilityTrigger. Tests: ran the new unit test, checked that all paths all covered.
37 Days Ago
Merge from snakes
37 Days Ago
Optim: GamePhysics.HandleIgnoreTerrain - replace const seting managed loop with a Burst job Saves 0.1ms on 10k test Tests: ran unit test
37 Days Ago
Merge from wip_gameplay
37 Days Ago
merge from main
37 Days Ago
Optim: allocate smaller buffers for WaterCollision.GetIgnoreIndirect - Added a couple profiling scopes Tests: unit tests
37 Days Ago
Play rustling sound on client alert
37 Days Ago
Bugfix: when we're missing TerrainCollision or WaterCollision, run all of the physics checks for trigger volumes - Added UtilityJobs namespace, moved FillJob<T> to it - Added a utility extension to NativeList<T> to copy from NativeArray<T>.ReadOnly (surprised it's missing) Tests: all relevant unit tests
37 Days Ago
Play the hiss anim when starting hazard
37 Days Ago
merge from main
37 Days Ago
fbx re-export Zigg Tank Large
37 Days Ago
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37 Days Ago
Add a very obvious and very placeholder disappear/reappear effect when snakes reposition - to make it obvious it's intentional and not a bug, until we get real effects.
37 Days Ago
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37 Days Ago
updated layer on jungle number decals prefabs
37 Days Ago
removed the small ziggs from the ziggurat scene - updated the terrain topology maps and terrain blend maps accordingly - s2p
37 Days Ago
Clean: remove GamePhysics.OverlapSphere(batch) and GamePhysics.OverlapCapsule(batch) - These have been inlined into CheckSphere<T> and CheckCapsule<T> - Also updated CoarseQueryGrid.CheckJobIndirect(capsule) (returns JobHandle, works on a NativeList) since I missed it in previous commit Tests: ran all unit tests
37 Days Ago
Merge from vertical_storage_test
37 Days Ago
merge from rw_enable_fix
37 Days Ago
merge from server_occlusion_enable_by_default
37 Days Ago
merge from easterinflatablehorse_DLC
37 Days Ago
merge from easterinflatablehorse_DLC
37 Days Ago
merge from meat_stack_fix
37 Days Ago
merge from condition_bar_repair_fix
37 Days Ago
merge from trophy_name_fix
37 Days Ago
merge from preview_ox_fix
37 Days Ago
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37 Days Ago
Merge from parent
37 Days Ago
Merge from blowpupe
37 Days Ago
Merge from jungle_update
37 Days Ago
Merge from jungle_update
37 Days Ago
Update: CoarseQueryGrid - add non-indirect CheckJob API - Also changed the API to return a JobHandle and accept a NativeList Helps avoid extra busy work when we run direct work Tests: ran unit tests
37 Days Ago
Bugfix: prevent WaterCollision.GetIgnore from returning garbage values Another case that's the same as previous Tests: none, trivial change
37 Days Ago
Reset the vine position to it's origin when loading a save
37 Days Ago
Clean: move all CoarseQueryGridJobs to it's own namespace - rename the jobs to avoid duplication with namespace Tests: compiles in editor
37 Days Ago
Merge from jungle_update
37 Days Ago
Bugfix: make sure TerrainCollision.GetIgnore doesn't return garbage values Same bug as in WaterCollision that I fixed last friday. Tests: none, trivial change
37 Days Ago
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37 Days Ago
Adjust proc gen settings for vine trees Decrease topology range around tree for more jungle foliage
37 Days Ago
Vines swings now need to be greater than 7m
37 Days Ago
Fixed codelocked hackable create visuals not marked as dynamic, causes LODs to misbehave
37 Days Ago
Merge from easter_event_2025
37 Days Ago
Event bags will now attempt to spawn loot into the belt bar if the main inventory is full, will still drop in the world if both are full
37 Days Ago
FIxed flamethrower displaying "shield compatible" in it's information panel (it isn't, just a UI issue)
37 Days Ago
Fixed name label missing on small hunting trophy
37 Days Ago
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37 Days Ago
Mesh Update