136,296 Commits over 4,444 Days - 1.28cph!

10 Months Ago
Progress on cleaning up all current conversation/mission changes
10 Months Ago
Optim: UsePlayerUpdateJobs 2 - merge partially ordered chains of snapshots - This reduces allocations (since we create less tasks), and should help with parallelization (reducing task scheduling overhead), but requires preprocess cost Tests: on craggy with UsePlayerUpdateJbos 2, flew out of bounds and respawned(this causes 500+ entity snapshots to be sent) 10 times in a row - no exceptions, disconnects and all entities seemed to be present
10 Months Ago
fix status effect vitals HUD overlay sorting under heavy helmet
10 Months Ago
Set dressing work from supplies barge
10 Months Ago
Fixed forever bug that caused the HAB to always have the hurt trigger active when it should turn off based on inflation and velocity
10 Months Ago
remove debug tex output
10 Months Ago
lod baker multiple source meshes support
10 Months Ago
Renamed killTriggers to crushTriggers and added the triggerMovePos to the list so it is activated/deactivated at the same time as the triggerHurt
10 Months Ago
waterpipe reload animation update
10 Months Ago
updated charity plushie 01 lods
10 Months Ago
Replaced blockout containers on supplies barge with generic floating city treatment container. Added static shelves prefab variant.
10 Months Ago
Bugfix: fix a missing profile scope in FoliageGrid Tests: used the profiler in editor, no more errors
10 Months Ago
Change hab.repair.item.prefab to use the hot air balloon avatar rather than the old placeholder bear rug so "Killed by X with a Hot Air Balloon" shows the correct icon
10 Months Ago
lr300 animation updates
10 Months Ago
Updated charity plushie meshes with LODs, and updated prefabs with new meshes
10 Months Ago
change sleeping player collider to x-axis capsule, to save on vertical space
10 Months Ago
- New TriggerPlayerMovePos script to move players with a vector relative to the centre of the trigger bounds - used to stop players getting stuck underneath a HAB when it lands on them in a safezone. - Pause players being marked hostile for 2 seconds when entering the move pos trigger to prevent the HAB marking a player as hostile if multiple players are landed on inside a safezone
10 Months Ago
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
10 Months Ago
Don't load inventory inside container corpse, we already load it in base.
10 Months Ago
Fix instanceData on items getting disposed if an item gets loaded twice.
10 Months Ago
Tweaked some table lamp LOD distances, and added a missing mesh culler on the bulb.
10 Months Ago
merge from hackweek_crosshair_customization/settings_editor
10 Months Ago
Make previous compile fix match the other ifdef behaviour
10 Months Ago
Compile fix
10 Months Ago
10 Months Ago
Merge from naval_update
10 Months Ago
Introduce WIP version of ConcurrentBitArray for bitmapped damage tracking
10 Months Ago
Commit progress on deep sea islands mission
10 Months Ago
v4 player entity, hold type and prefab update for C4 and satchel charge
10 Months Ago
Bugfix: UsePlayerUpdateJobs 2 - maintain partial ordering of snapshots when sending to player using tasks - This fixes rare parenting desync that can manifest as a weapon attachment world model not hiding (or something much worse) Need to optimize it by merging tasks, as this can create too many tasks for the server to process Tests: flew around on Craggy with fast noclip - attachments didn't "duplicate". Shot animals, switched active items. Tested occlusion with 2p and geared guns
10 Months Ago
merge from sail_physics_test
10 Months Ago
increased rudder torque-control strength, set default control scheme to that for now
10 Months Ago
- Fix detail mesh being built but not assigned - Add option to specify whether or not we want to build the detail mesh - Remove sample detail mesh height param from SamplePosition (recast will always use the detail mesh if it exists anyway when sampling)
10 Months Ago
- Fix chunk bounds being incorrect - Add option to debug sample the detail mesh height (it seems to not be working)
10 Months Ago
Merge from main
10 Months Ago
merge from boat_building
10 Months Ago
third option on rudder control, bit of debug vis cleanup
10 Months Ago
- Multithread in C++ instead of C# as it's simpler to avoid allocs - Make navmesh build not generate any garbage - Add option to sample detail navmesh height - Tick navmesh from ServerMgr instead of letting unity decide
10 Months Ago
Fix wall cabinet not showing media
10 Months Ago
modular boats building blocks, wood tier art files including textures, materials, models/gibs/colliders
10 Months Ago
Add parenting trigger to plank so you don't instantly drop off the boat when walking on a plank
10 Months Ago
Much better avoidance results - higher speed in general
10 Months Ago
manifest
10 Months Ago
Desired gas pedal now goes through a processing layer to stop values that would intentionally crash us into obstacles
10 Months Ago
Fixed server compiler errors
10 Months Ago
Merge from main
10 Months Ago
Setup triangle floor block and add to boat building planner.
10 Months Ago
Added new default texture streaming settings in the Quality Settings
10 Months Ago
Added a new way to calculate the texture streaming memory budget to prioritize caching efficiency on devices with higher VRAM and to reduce paging on devices with lower VRAM
10 Months Ago
naval_update -> scientist_boat_ai