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137,562 Commits over 4,352 Days - 1.32cph!

18 Minutes Ago
Regenerate player.skeleton asset, was causing an exception in manifest builds Hopefully explains missing guids in builds
1 Hour Ago
Updating ladder hatch rig fbx
1 Hour Ago
fixed square frame
3 Hours Ago
Split the animated parts from the frame, repositioned triangle frame to align with the standard, so animation can be shared.
3 Hours Ago
Use larger cell sizes for the deep sea network group layer so we can reduce the number of cells we need to subscribe to Reduce visibilityRadiusDeepSea from 20 to 10 because the radius is in cells and cell sizes are twice as big now
3 Hours Ago
Adding easter bunny costume cloth asset
4 Hours Ago
Add support for different cell sizes for network group layers
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
Optim: save on action alloc when setting up tasks for UpdateSubs_AsyncState Tests: none, trivial change
4 Hours Ago
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5 Hours Ago
Fix ScientistSuitNVGM mask + NRE
5 Hours Ago
Merge: from main
5 Hours Ago
Merge: from updatesubs_optim - Optim: player subscriptions can be updated in parallel (Jobs 3 feature, currently disabled) - New: unit & perf tests for net group updating Tests: unit tests
5 Hours Ago
Update: disable parallel sub updates in Jobs 3 mode - ripped out test code for network grid preallocing Going to enable it once dependent work is done. Tests: unit tests fail (as expected)
5 Hours Ago
remove janky temp sounds
5 Hours Ago
Merge from worldpositiongenerator_optimise_2
5 Hours Ago
More optimisations for WorldPositionGenerator - Move TryAlignToGround to be part of WorldPositionGenerator::TrySample, gets rid of the mutliple reattempts of TrySample - Skip the work in TrySample if we have determined that there can never be a valid position for the given input values
5 Hours Ago
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Today
trim kiosks - 2nd pass masks and materials. improvements to Kiosk E and separated out more interior/exterior
Today
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Today
3p car passenger idle anim exported
Fixed flickering hair cards in hide skirt
Today
More test prefab changes
Today
Limit watch tower placement to every ~20m
Fixed broken egg suit
Today
Adding burst cloth setup for easter bunny suit
Today
Rustige Egg H - Updated model, reducing number of meshes to 3
Today
updated secret labs chair 3p idle anim
Today
set crypt building skin to correct use stone
Today
some progress on the damaged wing
Today
Disable fallback rendering by default
Today
corpse prefab pickup correct item prefabs references
Today
Added `hack_test` option to simulate the potential performance gains from rendering multiple separate meshes with a single render node.
Today
Optim: schedule tasks for batches of networkables, instead of individual ones Helps reduce alloc pressure at high counts(2x more than core count), but it's a very rare occasion (when everyone rushes to connect to a fresh server) Tests: unit tests
Today
Update: skip calling UpdateSubscriptions with 0 networkables Tests: none, trivial change
Today
merge from creative_freebuild_fix
Today
apartment door fixes. mip streaming on textures, set srgb to greyscale
Today
Optim: main thread integrates results from subs gathering tasks while waiting for them to complete Tests: unit tests
Today
Optim: allow main thread to steal one of tasks update subscription tasks Makes single-player path alloc free. Tests: unit tests
Today
Merge from item_mod_radial_menu
Today
merge from /indirect_instancing
Today
rebase on main
Today
manifest apartment doors and other prefabs in static folder updated
Today
exported 3p locomotive idle anim and edited right hand grip ik position on locomotive entity
Today
Optim: use persistent added/removed lists instead of pooled ones Tests: ran unit tests
Today
fixed some pivot issue on door.apartment.b that had it offset compared to others
Today
Bunch of refactoring, shared menu option add function, rework helper functions. Add toggle on/off translation phrases.
Today
Merge: from sv_occlgroups_fix_reinit - Bugfix for ServerOcclusionGroups NRE for players with custom init flow - Unit tests Tests: ran unit tests
Today
More refactor/cleanup