137,280 Commits over 4,324 Days - 1.32cph!

1 Year Ago
bamboo scaffold test and textures
1 Year Ago
Merge from cosmetic_flowers
1 Year Ago
Added DLAA back to the graphics menu for testing the AMD crash
1 Year Ago
adjustments, clean up
1 Year Ago
Bugfix: replace Temp allocators with TempJob allocators for physics jobs - Added misisng resource cleanup This partially fixes test failures. Tests: ran the WaterLevel test checks
1 Year Ago
Merge from presets_editor/quality
1 Year Ago
Downscale claw decal textures, increase normal map intensity
1 Year Ago
Added some tooltips to hive info
1 Year Ago
chicken coop progress refined materials, renamed UV2 ao - lookin' juicy
1 Year Ago
initial grid setup - common job-friendly QueryGrid structure that also replaces the checks made in WaterVisibilityGrid, they would still need to be followed up by physics queries though - needs cleanup
1 Year Ago
Update: WaterLevel.GetWaterInfos - replaced a serial GetWaterInfoFromVolumes call with a batched one - should save us time by parallelizing physics checks, if they do get used This removes one of 2 "batch" TODOs in the method. Tests: ran unit tests, some are failing - will fix next.
1 Year Ago
Set dressing ziggurat monument continued
1 Year Ago
Max shadow distance text change. Added tooltip to shadow distance setting. Budge -> Budget typo fix.
1 Year Ago
Added tooltips
1 Year Ago
Update: added batched WaterLevel.GetWaterInfoFromVolumes - there's a number of inefficiencies - left TODOs to address later Continuing to propagate batching support upwards, only got 1 level left to swap out a serial query with batched. Tests: none, editor compile
1 Year Ago
Limit how often the client can call the Discord friends lookup endpoint Incrementally update Steam friends list based on persona state change events instead of polling every 15s Still do polling when the friends list UI is visible to make sure it's in sync
1 Year Ago
Further panel adjustments
1 Year Ago
merge from iocounter_settarget_fix
1 Year Ago
Fixed IO counter "set target" interaction description
1 Year Ago
- New deployed beehive lootpanel (wip) - New icons - New stats (not linked up) - Use input and output grids
1 Year Ago
Beehive Updated textures
1 Year Ago
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1 Year Ago
Merge from main
1 Year Ago
Added packed mask setup for exterior zigg pipes
1 Year Ago
Progress backup
1 Year Ago
Bump shadow cascades to four in max graphics preset
1 Year Ago
Merge from main
1 Year Ago
merge from ballista_mountchaining_fix
1 Year Ago
Update manifest, and change rUpdate manifest, and change ratio of trees markedatio of trees marked
1 Year Ago
Disabled mount chaining on the ballista, fixes the climb interaction showing up when near a ladder
1 Year Ago
skinned updated minicrossbow viewmodel mesh on vm rig and edited targetpoint and ironsight default point in viewmodel so the arrow shoots where expected when ADS
1 Year Ago
Removed some redundant settings, exposed extra ones in UI.
1 Year Ago
Have tiger mark the trees in their territory with their claw, serving as an early warning for players
1 Year Ago
Updated the deferred indirect lighting additional flags buffer to be cleared via a compute shader
1 Year Ago
fixed gibs import settings
1 Year Ago
Update: Added batched version of Vis.Components Still building up to engage it as part of main parallel logic. Also still need to cover with tests. Tests: compiles in editor
1 Year Ago
Merge from /main
1 Year Ago
- Missed file settings - Lootpanel changes
1 Year Ago
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1 Year Ago
Merge from main
1 Year Ago
manifest
1 Year Ago
Fixed testrunner.gettestlist command not working in builds testrunner.isbusy now returns a proper json
1 Year Ago
Some minor optimisation to Tree addition spawning
1 Year Ago
Icon setup Deployment progress
1 Year Ago
Names
1 Year Ago
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1 Year Ago
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1 Year Ago
merge from playerlights_culling_fix
1 Year Ago
Fixed AmbientLightLOD fading on and off when near culling distance Prevent redundant fade invokes Added a small buffer to prevent rapid toggling when the light is near its culling distance
1 Year Ago
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