141,038 Commits over 4,505 Days - 1.30cph!

15 Minutes Ago
Ladder LODs
16 Minutes Ago
merge from main
19 Minutes Ago
Cleanup
25 Minutes Ago
merge from Livestock_animals
31 Minutes Ago
reworked largest erosion job to use an inlined SoA view - reinterpret float array as a float4 in the loop, this lets you to get fully laned SIMD auto-vectorization without needing intrinsics original 47s erosion down to 29s with matching results
38 Minutes Ago
Use gamepad cursor for inventory management by defaullt (dpad navigation is a convar)
47 Minutes Ago
Jungle ziggurat LOD3 fix
49 Minutes Ago
Optim: tweak batch size when calculating server occlusion narrow phase This cuts down 4.5k world server occlusion generation from 45s to 35s in batched mode. Async further brings it down to 22s Tests: ran generation in editor
50 Minutes Ago
Update: make UnsafeScriptingAccess initialize on editor load Allows to use it in editor-only tools/workflows Tests: ran server occclusion generation in editor, checked profile
1 Hour Ago
Small buff to a couple more items with low craft rates Mortar craft cost -5 HQM, -2 pipe Hazmat suit craft cost -1 HQM, -1 tarp Prisoner hood now default BP, removed from tech tree HMLMG craft cost -30 HQM
1 Hour Ago
Fix using nav samples radius always being halved because detour uses half extent
1 Hour Ago
and again, glass ar description
1 Hour Ago
Update: add GamePhysics.FindComponent<T> that supports async Configured async to engage at more than 4 batches of 64 queries Tests: ran perf tests. same perf up to 400 points, at 10k points is 2x faster 0.42ms batched+async vs 0.96ms batched vs 5.4ms serial
1 Hour Ago
forgot the mesh
1 Hour Ago
updated glass assault rifle description
1 Hour Ago
Update: add TerrainMeta.SampleTerrainMeshHeights Configured to engage async after have more than 4 batches of 256 pos each Tests: ran perf tests
1 Hour Ago
Update(tests): add IsInsideTerrain perf comparison tests Need them to tweak when to engage async and when to skip it internally Tests: ran them
1 Hour Ago
ice ak world model optimisation consolidated into one object, one LOD chain LOD0 tris 13.8k -> 9.5k highlight draws 5 -> 1 removed dead lod states in sunflower, rose, orchid world models
2 Hours Ago
merge from medical_honey_bandage
2 Hours Ago
Fixed world model collision being too small Fixed world model outline referencing the old bandage instead of the new one
3 Hours Ago
Additional UI options for gamepad
3 Hours Ago
More gamepad tweaks and convars, actions.
3 Hours Ago
added and setup dedicated worldmodels for fire and bone arrow reducing highlight draws
3 Hours Ago
Changed honeybandage worldmodel to new material and model
3 Hours Ago
merge from main
3 Hours Ago
S2P water treatment, in hopes of fixing broken PreparePrefabs in builds causing a bunch of issues
3 Hours Ago
Honey Bandage Material and Textures
4 Hours Ago
Hook up damage state change FX on all blockers
5 Hours Ago
merge from automated_testing
5 Hours Ago
World model LOD fixes - 6 prefabs drawing every LOD at once MilitaryFlamethrower, ak47u_jungle, scrap, crankshaft1/2/3 and stone had LODGroups with null or duplicated renderer refs, so every LOD drew at once regardless of distance. LOD0 optimisation pass on these too: 47,280 -> 22,675 tris world models where applicable combiend into single worldmodel mesh for simplicity and optimisation, reducing highlight draws when item is dropped: flamethrower 4 → 1, jungle AK 3 → 1, crankshafts 3 → 1 each, scrap 2 → 1
5 Hours Ago
Reduced network range of watertreatment_pipe_waterproducer.prefab. Stops automated tests failing.
5 Hours Ago
Merge from main
5 Hours Ago
Ladder Tall opee and closed variants LOD0
5 Hours Ago
merge from main
Today
Merge from rentableshop_improvements_aug_26
Today
You can no longer access the open shop prompt on a rentable shop if you have stored items in it (prevents being the owner of a shop and having reclaim items at the same time) Rentable shop vending machine stoarge is now refrigerated if the power plant is powered
Today
Merge from crude_drain_fix
Today
Better toast
Today
Merge from main
Today
Fixed incorrect embed.
Today
Merge from rendererlod_collapse_improvements
Today
State change FX for all the blockers.
Today
Fix RRP lightingpass memory leak
Today
Merge from main
Today
Merge from hlod_improvements_aug_26
Today
Codegen
Today
Remove some old debugging code
Fix categories not working properly
Today
do a big pass removing server field resets from vehicle pooling, all tests still pass
Merge from PlayerMaintainedMonuments/analytics