127,841 Commits over 4,201 Days - 1.27cph!
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aniamtion controller created for boat small engine
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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