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130,523 Commits over 4,140 Days - 1.31cph!

8 Days Ago
beanbag alternate material setup and made them skins of the chair
8 Days Ago
Compile fix
8 Days Ago
merge from deep_sea/collider_debug -> deep_sea
8 Days Ago
Add `print_colliders_per_prefab` - will print out the breakdown of colliders for each type of entity - can optionally supply a numeric cell id to breakdown colliders per entity only inside that certain broadphase cell
8 Days Ago
Tripod models and colliders set to Deployed layer
8 Days Ago
merge from naval_update/deep_sea/radiation
8 Days Ago
Add `print_colliders` command to print the number of colliders inside each physx broadphase cell
8 Days Ago
Wider rad volumes, removed a log
8 Days Ago
TerrainMeta GetHeight returns the correct deep sea values in the pos is within the deap see bounds, fixing the issue where the ocean didn’t extend down far enough Moved up the bottom collider to match the deep sea seabed height
8 Days Ago
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8 Days Ago
fix feet showing through mannequin, impact effects blood -> wood
8 Days Ago
Added rad volumes at the edges of the deep sea
8 Days Ago
Large Cozy Water Fountain A - Initial folder structure and simple placeholder model and material
8 Days Ago
Calculate a bunch of ray directions in the bow and stern of the boat Gives us some directions for steering behaviour
8 Days Ago
Hanging bulbs pass.
8 Days Ago
merge from generate_shorevector_optim
8 Days Ago
Added mannequin poses, updated deployed
8 Days Ago
Fixed AddLanguageFile NRE during bootstrap
8 Days Ago
merge from bootstrap_translatenre_fix
8 Days Ago
added indirect topology query job for normalized coordinates, improved TerrainWaterFlow from 11s to 900ms
8 Days Ago
Chandelier - Added LODs, gibs, updated textures
8 Days Ago
Fix not being able to stack C4s with different frequencies even after disabling RF
8 Days Ago
viewmodel chainsaw update anims and anim controller edits
8 Days Ago
Take into account decay.scale convar value when calculating upkeep time/cost in TC UI
8 Days Ago
Cleanup TriggerRadiation, box shaped trigger now act like boxes instead of spheres Added falloff per axis for boxes Added debug.drawradiationzones (editor only)
8 Days Ago
ItemModSwap respects max stack size (fixes getting overstacked fish meat when gutting with harvesting tea)
8 Days Ago
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8 Days Ago
adjusted spotlight tripod col shapes
8 Days Ago
set the animation speed of pedals on the chandelier to be 2x faster
8 Days Ago
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8 Days Ago
optimized shore vector generation - 1s without burst, 500ms with - added indirect WorldPosition/Radii topology query and splt up slowest part of the shore vector generation to make use of it
8 Days Ago
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8 Days Ago
merge hardcore_commands to main
8 Days Ago
tripod col
8 Days Ago
Fixed not being able to place barricades on sand dunes in giant excavator S2P excav, water well a, radtown
8 Days Ago
more_menu_fixes -> main
8 Days Ago
If premium is active dont show the default 5/15
8 Days Ago
more_menu_fixes -> main
8 Days Ago
Typos
8 Days Ago
Add pooling to ghost ships
8 Days Ago
more_menu_fixes -> main
8 Days Ago
Generate phrases
8 Days Ago
removed lods from tripod guide mesh
8 Days Ago
spotlight tripod gibs and lods
8 Days Ago
Merge: from steamfriends_pooling_leak - Bugfix for a pool leak of SteamFriends with open friend list or party management Tests: observed steam friends list in game + created a party of me, SteamFriends pool stayed constant.
8 Days Ago
Bugfix: return SteamFriends to pool - separate out party processing to partyChanged from friendChanged loop to prevent use-after-free bugs Tests: observed steam friends list in game + created a party of me, SteamFriends pool stayed constant.
8 Days Ago
- Speed up nav gen by 30% by using rust baked terrain and NavMeshBuilder.CollectSources - Fix navmesh not taking into account terrain alpha properly - Add nav raycast - Update tile extractor profile markers - Fix memory leaks with pooled list not being disposed
8 Days Ago
Exposed chandelier pedal increments
8 Days Ago
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