130,156 Commits over 4,201 Days - 1.29cph!

47 Days Ago
excavator loot suffle no build volume increased added additional cover to ore collection points, offers small amount of protection againt the roof campers (AKA cowards)
47 Days Ago
Make sure wiping also clears the portals
47 Days Ago
Optim: ServerOcclusion - try to avoid redundant HasCustomTag calls Only saves 1s out of 30s run, but should scale better if we increase GridOffsets in the future. Tests: generated and visualized
47 Days Ago
merge from naval_update/deep_sea
47 Days Ago
merge from naval_update
47 Days Ago
merge from main
47 Days Ago
supermarket minor loot suffle No build increased s2p
47 Days Ago
gas station minor loot suffle No build increased s2p
47 Days Ago
Power plant loot location suffle diesel spawns behind puzzles switched no buiild to sphere Removed radiation from rubble piles - inconsistant as some piles have it, others don't, user feedback is poor - needs to be improved before reimplemention s2p
47 Days Ago
replaced the two doors in the ghost ship loot room for static doors
47 Days Ago
merge from optimise_laserbeams
47 Days Ago
merge from meta_shift
48 Days Ago
codegen
48 Days Ago
consolesystem restore
48 Days Ago
implement volumes that stencil out biome fog density in the density map
48 Days Ago
Fix custom map markers not falling back to world prefab category after HierarchyUril removal
48 Days Ago
Force init the translations if the dict is empty, fixes issues when loading translations in edit mode
48 Days Ago
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48 Days Ago
Switch out outer reticle parts to lines, add convar and slider to change width and length
48 Days Ago
Casino progress / improved elevator shaft / still basic but already functioning
48 Days Ago
Remove deleted file from VPC script
48 Days Ago
Volcano smoke
48 Days Ago
Lightmaps & Flowmaps for Water shader (Expensive water only) Also fixes a few other issues: * Removed hacks for certain water materials making skybox black in favor of a slightly better fix that doesn't touch the materials * Do not complain about missing "$refracttexture" * Minor fixes for 3d skybox render code with swapped arguments (probably no functional change) Remove mat_remoteshadercompile (does nothing) CheapWater flowmaps Also fixed the possibility for cheap and expensive water to draw at the same time for the one mesh/draw
48 Days Ago
switch from using string path to GameObjectRef
48 Days Ago
Halved the texture tiling, given the volcano size.
48 Days Ago
Attempt #2 - store two specific weather states inside the single climate prefab (deep sea calm, deep sea wipe) - lerp between the two deep sea weather states based on the lerp float inside the DeepSeaManager entity (and network it) - add separate ClimateParameters for the deep sea (duplicate of Temperate for now) - read the DeepSeaWeatherState for temperature and rain (don't need to override snow since it can't snow outside the arctic)
48 Days Ago
Nerfed the initial instant damage because that's probably no fun. Still heavy dmg over time.
48 Days Ago
improvised walkway stairs 450x150 lods. floating city fender collision and mesh fixes. added skeletonjail mesh for fun. oil rig feet prefab variations. improvised walkway security tower mesh updated, quick collision too.
48 Days Ago
Movement friction tweak in lava.
48 Days Ago
LODs/COL/Prefab setup for all bridges Fixed collision issues in medical bay
48 Days Ago
Lava modding cubes
48 Days Ago
Some refactoring and fixes, the active entities list are now populated correctly after the server init
48 Days Ago
State agnostic methods will check if we have a target or not - force the right state in both ways Pursuit state sets right gas pedal depending on distance Pursuit state sets the right steering setup as well Locked to just players for now - this wont do
48 Days Ago
update manifest for client testing projectiles
48 Days Ago
remove generic projectiles, disable first-person visuals for entity
48 Days Ago
Minor adjustments to the collision mesh for the external wood high wall, removes most of the invisible walls between posts so you can shoot between them properly
48 Days Ago
Optim: ServerOcclusion - split work in batches and process them serially This reduces RAM pressure and possible paging, but still generates enough work for CPU (8mil subgrid cells per batch) to keep it busy. 4.7k generation times went from 50s -> 30s. Gonna clean up and merge. Tests: generated and visualized
48 Days Ago
Add dynamic environment volumes, move transformation/bounds math to burst. todo: jobify?
48 Days Ago
merge ghostship_timeouts fix to naval_update
48 Days Ago
Disable timeouts on ghost ships
48 Days Ago
Make ghost ship environment volumes dynamic
48 Days Ago
Set dressing on supplies barge
48 Days Ago
Regenerate ConsoleSystem.cs
48 Days Ago
Regenerate ConsoleSystem.cs
48 Days Ago
Make the reticle a prefab since its used in two places now Improve looks of the outline of the center dot (just use a slightly bigger circle behind it instead of an actual outline)
48 Days Ago
crossbow anim update
48 Days Ago
When in dynamic mode, give the preview crosshair a pulsing animation and block changes to scaling
48 Days Ago
basic blueprint fragment pickup item always spawns on red keycard desk, next to red keycard (blue puzzle room)
48 Days Ago
re-enable collision with dropped items after short timeout