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119,763 Commits over 4,018 Days - 1.24cph!

2 Days Ago
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Merge from jungle_update
2 Days Ago
Optim: use Burst to generate commands in GamePhysics.OverlapSpheres - It used to be there, but lost it during refactor Tests: unit tests
2 Days Ago
Clean: minor changes to GamePhysics - Renamed batch methods to be plural - Split GamePhysics.CheckSphere<T> to separate OverlapSpheres - added profiling scopes Tests: unit tests
2 Days Ago
Fixed vine renderers not spawning on proc gen
2 Days Ago
merge from high_walls_skins
2 Days Ago
Added a fallback error for ShowBlockedByEntityToast, used when GetBlockedByErrorFromEntity returns nothing
2 Days Ago
Merge from jungle_update
2 Days Ago
Merge from blowpipe
2 Days Ago
Obscure vision overlay improvements
2 Days Ago
Update: move RemoveTerrainMask to GamePhysics Tests: unit tests
2 Days Ago
Update: move GenerateCheckCapsuleQueries to GamePhyics and utilize Tests: ran unit tests
2 Days Ago
Update: split GamePhysics.CheckCapsule<T> - forbid CheckCapsule(batch) from returning ColliderHits - this is to better represent relationship to non-batched CheckCapsule Tests: unit tests
2 Days Ago
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Move the npc radius check after the filter radius check in the spawning flow, as it's cheaper if we early out at the filter stage
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2 Days Ago
Merge from jungle_update (fix tigers and crocs being too rare)
2 Days Ago
Fix too few crocs and tigers, new spawning filter
2 Days Ago
Fix NRE set line renderer state (was causing fake physics ropes to break occasionally and not render)
2 Days Ago
- Fixed budgetted visuals not working when vine needs to move its end point to point in the destination (still not perfect) - Auto set rope length in SwingingRope instead
2 Days Ago
resized the jungle building skin textures to final rez - fixed floor.triangle missing its jungle skin script
2 Days Ago
Missed Snake Spoiled Meat Material file
2 Days Ago
Setup Snake Raw, Spoiled and Cooked Meat Updated Snake Raw Textures
2 Days Ago
Added ladder trigger volume to zigg water tank
2 Days Ago
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- Fake Physics rope can now manually have its update methods ran - Vines are now updated in budgeted update like before
2 Days Ago
More leap fixes
2 Days Ago
Update: adding GamePhysics.CheckCapsule(batch) Last factored out func - should be able to complete refactor shortly Tests: none, will integrate to tests next
2 Days Ago
lowered normal intensity on zigg exterior concrete layer to nominal value as stronger values make projected decals display incorrectly
2 Days Ago
Zigg scene, fixed the terrain alpha map - tweaked terrain splats (less gravel, more forest soil) - did some set dressing around the water tanks area
2 Days Ago
Leap animator fixes
2 Days Ago
Bugfix: fixing native allocation leaks in tests Tests: ran the tests with leak detections enabled
2 Days Ago
bear_rug_deploy -> main
2 Days Ago
Apply the same recent rug deployment improvements to the bear rug
3 Days Ago
Update: GamePhysics.CheckCapsule<T>(batch) internalized layermask handling There's room for optims, but not going to pursue them for now - will test later how the perf deteriorates with the new APIs. Tests: ran relevant unit tests
3 Days Ago
leap attack animator setup
3 Days Ago
Added final COL and LODs for big zigg
3 Days Ago
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3 Days Ago
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3 Days Ago
merge from vines
3 Days Ago
jungle zigg tank large - tweaked materials to better mesh with the surrounding environment, added a decal for moss on top. Arranged folder structure
3 Days Ago
Hide condition bar on bag, bed and towel items (they can only be full HP, or broken in softcore)
3 Days Ago
Merge from blowpipe
3 Days Ago
Merge from turret_scaling
3 Days Ago
Merge from env_volume_performance_testing
3 Days Ago
Fix for sfx movement colliders on piper nigrum radial pieces
3 Days Ago
merge from toolgun_corpserepair_fix
3 Days Ago
Fixed garrys mod toolgun not being able to repair deployable corpses
3 Days Ago
Kapok tree update
3 Days Ago
Update: GamePhysics.CheckSphere(batch) now able to handle mask validation internally - Renamed GamePhysics.IgnoreCollision to MasksToValidate (prev name could be misleading and confusing) - undid sphere command building as that wasn't meshing well with MasksToValidate flow - Added UtrilityJobs.GatherJob<T> (will need to go through other code and clean up similar/same jobs) I still need to update GamePhysics.CheckCapsule, and replace inlined code with new versions Tests: all relevant unit tests