128,721 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Updating small ramp skinning
                
                
                
                
             
         
        
            
            
            
                
                AI Debug Disable (Gunning for Ians Job Patch)
                
                
                
                
             
         
        
            
            
            
                
                Merge from gpu_frametime_logging
                
                
                
                
             
         
        
            
            
            
                
                Merge from shader_cascades_light_leak_fix
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update/deep_sea
                
                
                
                
             
         
        
            
            
            
                
                Adding 50 cal rear single rig
                
                
                
                
             
         
        
            
            
            
                
                created boat small ramp anim controller
                
                
                
                
             
         
        
            
            
            
                
                Material Fix front turret
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Spawning new player_model prefab with baker component for NPC's
                
                
                
                
             
         
        
            
            
            
                
                floating city 2 HLOD rebake, s2p
                
                
                
                
             
         
        
        
        
            
            
            
                
                 merge from baseplayer_vis_nre
                
                
                
                
             
         
        
        
            
            
            
                
                Experimenting with a skinned mesh baker to swap out static NPC's with static meshes at a distance
Setup baker component, currently spits out a series of static meshes for the given lod level
Very WIP
                
                
                
                
             
         
        
            
            
            
                
                Try again because I didn't realize we check both worldBounds (hardcoded physx area) and TerrainMeta.Margin (TerrainSize * 3) inside ValidBounds, so need to account for both of those
                
                
                
                
             
         
        
            
            
            
                
                Fixed all kinds of problems with the mesh variant of the tropical terrain material.
                
                
                
                
             
         
        
            
            
            
                
                Fixed free hand sprays sometimes blocking hammer interaction when sprayed on a building block, this could always happen but it's worse now that the spray position is more accurate
                
                
                
                
             
         
        
            
            
            
                
                Merge from spray_fixes_oct_2025
                
                
                
                
             
         
        
            
            
            
                
                Merge from server_wipe_time_of_day
                
                
                
                
             
         
        
            
            
            
                
                Merge from player_model_perf_improvements
                
                
                
                
             
         
        
            
            
            
                
                Add debug.disable_distant_sleepers convar to toggle/compare new animator disabling logic, defaults to on
Will take 10s for animators to fully disable when convar is turned on
                
                
                
                
             
         
        
            
            
            
                
                Modify distance portal spawns so it always spawns far enough inside that the world repel force won't affect it
                
                
                
                
             
         
        
            
            
            
                
                Reset default server starting time to 9, was set to 12 when testing fog volumes back in August
Override craggy island to start at 10 for better visuals while playing in editor
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from spray_fixes_oct_2025
                
                
                
                
             
         
        
            
            
            
                
                Merge from cinematic_play_fallback
                
                
                
                
             
         
        
            
            
            
                
                merge from canvas_debug_command
                
                
                
                
             
         
        
            
            
            
                
                Fixed debug.printanimators double names in the inactive row
                
                
                
                
             
         
        
            
            
            
                
                Added ui.printcanvases command, to dump the active and inactive canvases in the scene
                
                
                
                
             
         
        
            
            
            
                
                Expose world boundary repel force as convars instead of hardcoded
- world_boundary_force_start_distance
- world_boundary_force_offset
                
                
                
                
             
         
        
            
            
            
                
                Lock behind `boat_drift_deep_sea` convar instead of hardcoded blocking it
                
                
                
                
             
         
        
            
            
            
                
                Prevent boats from doing normal drifting to shore in the deep sea until we are sure that the shore vectors are correct
                
                
                
                
             
         
        
            
            
            
                
                 Fix NONE compile error in Shield.cs
                
                
                
                
             
         
        
            
            
            
                
                merge from dynamic_occlusion_pausing  -> main
                
                
                
                
             
         
        
        
            
            
            
                
                Set dynamic_occlusion_pausing to enabled instead of disabled
                
                
                
                
             
         
        
            
            
            
                
                merge from industrial_pipe_batching -> main
                
                
                
                
             
         
        
            
            
            
                
                Add `print_memory_batching_detailed` command to print out memory usage of individual batches
- can supply filter to filter based on material name
                
                
                
                
             
         
        
            
            
            
                
                merge from industrial_pipe_batching -> main
                
                
                
                
             
         
        
            
            
            
                
                Make `batch_industrial_pipes` a non-admin convar
                
                
                
                
             
         
        
            
            
            
                
                Add `print_memory_industrial` and `print_memory_batching` commands to show how much memory is being used by batching and industrial pipe meshes respectfully
- batching will include both inactive renderers and active renderers since mesh memory is still used while the renderer is turned off
                
                
                
                
             
         
        
            
            
            
                
                Slightly optimise command reordering
                
                
                
                
             
         
        
            
            
            
                
                Jobified instance reordering
                
                
                
                
             
         
        
            
            
            
                
                merge from optimize_sprinklers -> main