202,431 Commits over 4,171 Days - 2.02cph!

19 Minutes Ago
- Fix rcExpandTileBounds not matching c++ code exactly, causing tile seams to be discontinuous - Fix query extents being doubled when sampling - Expose min region size to c# - Start making editor tool to find and replace all navmesh obstacle components
1 Hour Ago
merge from canyon-fog-fix
1 Hour Ago
drop off biome fog density under ocean level, fixes canyons being full of fog
2 Hours Ago
spas12 viewmodel - added ads anim
3 Hours Ago
4k strip light materials
3 Hours Ago
4k striplight and striplight mount textures
3 Hours Ago
Added collision to farm barge container shells. Replaced beach parasols with static versions.
3 Hours Ago
draw physics world bounds on ValidBounds gizmos to ensure they line up sensibly
4 Hours Ago
Fix impact effects on the mannequin only appearing near the feet
4 Hours Ago
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5 Hours Ago
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5 Hours Ago
4k textures for spotlight and tripod
5 Hours Ago
merge glass_fix_resourcerefs to main
5 Hours Ago
Remove refs, compare physics materials by name instead. (physics materials don't have guid to paths baked.)
5 Hours Ago
Improve mannequin model part hiding with skin overrides
6 Hours Ago
Implement pathfinding iteration limit, so that paths to unreachable polys waste less budget
6 Hours Ago
Fixed cl_software_cursor
6 Hours Ago
- Fix chunks not being correctly processed - Add budget queue when rebuilding tiles at runtime - Add command to test rebuild of tiles
6 Hours Ago
Jungle ak viewmodel - fix for ads dryfire
Today
Merge fixes from /indirect_instancing
Today
Rebase on /main
Today
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies. - Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
Today
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decor_lighting_dlc -> main
Deployable snapping for the table lamp
Deployable snapping for the Mannequin
Added snapping to the spotlight
Added snapping support to the two types of beanbag
Today
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Today
merge from decor_lighting_dlc/gameplaypass
Today
merge from decor_lighting_dlc
Today
viewmodel chainsword update attack animation edits
Today
merge from ui_mipmaps_fixes
Today
Wheat icon mipmap group set to UI
Today
merge from main
Today
Merge: from baseplayer_serverupdateparallel - Bugfix: UsePlayerUpdateJobs 1/2 - players no longer randomly start swimming when parented to entities Tests: loaded map from AU Prem 1 and went on to excavator - no longer swimming
Today
Merge: from main
Today
merge from decor_lighting_dlc
Today
Fixed string lights with no wire slack looking terrible
Today
merge from stringpool_warnings_investigation
Today
More farm barge set dressing
Today
Apply the stringpool fix to ~20 more entities
Today
merge from main
Today
Fixed fairy and string lights wire thickness causing issues when not using wire slack
Today
merge from naval_update/deep_sea
Today
Fixed deep sea spawning erroring on other scenes
Today
Clean: Replace persistent native WaterFactorCache with transient native allocs This is slower, but it's not the hot path and it simplifies code and avoids polluting intellisense. Tests: ran unit tests
Today
Disabled deep sea island spawning on that branch, its causing errors when entering play mode from other scenes than Craggy
Today
merge fix_static_respawn_areas to main
Today
Bugfix: UsePlayerUpdateJobs 1/2 - use world pos/rots when running water queries Previously it used local pos/transf, which was incorrect when parenting happened (excavator as example). Tests: jumped on excavator, validated that the water queries are running in the right location with UsePlayerUpdateJobs 2