125,416 Commits over 4,171 Days - 1.25cph!

Just Now
Disable timeouts on ghost ships
Just Now
Make ghost ship environment volumes dynamic
8 Minutes Ago
Set dressing on supplies barge
10 Minutes Ago
Regenerate ConsoleSystem.cs
10 Minutes Ago
Regenerate ConsoleSystem.cs
18 Minutes 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)
29 Minutes Ago
crossbow anim update
34 Minutes Ago
When in dynamic mode, give the preview crosshair a pulsing animation and block changes to scaling
34 Minutes Ago
basic blueprint fragment pickup item always spawns on red keycard desk, next to red keycard (blue puzzle room)
34 Minutes Ago
re-enable collision with dropped items after short timeout
34 Minutes Ago
merge from main
37 Minutes Ago
added foliage displacement to the drone because I kept losing them
51 Minutes Ago
Merge other fixes from /indirect_instancing
54 Minutes Ago
Rebase on /main
1 Hour Ago
Merge build fix from /indirect_instancing_fixes
1 Hour Ago
Restore constant that I removed because I was an idiot.
1 Hour Ago
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1 Hour Ago
Casino progress Medical barge fixes Fixed broken collider in corrugated_sheet_1x2_c prefab Created no-seaweed lobster trap prefab Slight progress on improvised walkways LODs
1 Hour Ago
updated the chainsaw PORC (player override controller)
1 Hour Ago
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1 Hour Ago
merge from naval_update
1 Hour Ago
merge from naval_update/deep_sea
1 Hour Ago
Merge from /indirect_instancing_fixes
1 Hour Ago
Rebase on /main
1 Hour Ago
Fix multiple issues with LOD bounds/distance calculations: - Never return zero-bounds for anything, try multiple things and fall back to 1 m³ as a last resort. - Always use bounds (and center) of LOD0 for consensus between LOD states. - Fix fallback renderer using transform position instead of bounds center for distance calculations.
1 Hour Ago
updated 3p chainsaw anims with correct idle head position
1 Hour Ago
Optim: ServerOcclusion - jobify a bit more + use ScheduleParallel 4.7k map generation time goes from 69s -> 52s, stopping here. I'm likely getting diminishing returns on my PC due to heavy paging (generation takes 8GB+ ram) - will break it down next. Tests: regenerated and visualized cache
1 Hour Ago
merge ghost_ship_bugfixes to naval_update
1 Hour Ago
editing chainsaw 3p anims and created attack idle anim to possibly be implemented
1 Hour Ago
fix attachpoint assignment, was getting stomped when loading entities from save
1 Hour Ago
Static versions of various weapons and tools for supplies/weapons store. Replaced proxy world models in scene. Blue variant of tarp mats. Set dressing on supplies store.
2 Hours Ago
Spike Trap SFX fixes and material properties.
3 Hours Ago
blueprint fragment world model setup
3 Hours Ago
PT LOD Progress
3 Hours Ago
Remove decals from server ghostship prefab
3 Hours Ago
merge from main
3 Hours Ago
basic and advanced blueprint world models
3 Hours Ago
Optim: ServerOcclusion - convert rest of narrowphase to Burst - Replaced couple NativeList inside TestInsideTerrain with NativeArray to avoid 2GB limitation. Need a different solution for 7k maps 4.7k world generation time went from 130s -> 69s. Longest part is OcclusionIncludeRocks now (47s) Tests: regenerated occlusion on 4.7k world, then visualized the grid
4 Hours Ago
Merge from naval_update
4 Hours Ago
Replace all ghost ship line IO entities with static wires
4 Hours Ago
merge form meta_shift
4 Hours Ago
potental fix for spike trap ground watch not working in standalone but working in editor
4 Hours Ago
meta_shift -> main
4 Hours Ago
Switched military tunnel no build to sphere Added more loot spawn variation, compared to other monument, it was always the exact same spots Loot location shuffle Elite loot unaffected s2p
5 Hours Ago
When changing into wait state then take the foot off the throttle
5 Hours Ago
Compile fixes
5 Hours Ago
Pursue target aquisition Target validity methods Run thought logic at a lower frequency to action logic
5 Hours Ago
Merge from sails