125,400 Commits over 4,171 Days - 1.25cph!

Just Now
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Just Now
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
Just Now
updated the chainsaw PORC (player override controller)
Just Now
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7 Minutes Ago
merge from naval_update
6 Minutes Ago
merge from naval_update/deep_sea
10 Minutes Ago
Merge from /indirect_instancing_fixes
12 Minutes Ago
Rebase on /main
16 Minutes 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.
17 Minutes Ago
updated 3p chainsaw anims with correct idle head position
20 Minutes 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
27 Minutes Ago
merge ghost_ship_bugfixes to naval_update
44 Minutes Ago
editing chainsaw 3p anims and created attack idle anim to possibly be implemented
46 Minutes Ago
fix attachpoint assignment, was getting stomped when loading entities from save
48 Minutes 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.
58 Minutes Ago
Spike Trap SFX fixes and material properties.
1 Hour Ago
blueprint fragment world model setup
1 Hour Ago
PT LOD Progress
1 Hour Ago
Remove decals from server ghostship prefab
2 Hours Ago
merge from main
2 Hours Ago
basic and advanced blueprint world models
2 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
3 Hours Ago
Merge from naval_update
3 Hours Ago
Replace all ghost ship line IO entities with static wires
3 Hours Ago
merge form meta_shift
3 Hours Ago
potental fix for spike trap ground watch not working in standalone but working in editor
3 Hours Ago
meta_shift -> main
3 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
4 Hours Ago
When changing into wait state then take the foot off the throttle
4 Hours Ago
Compile fixes
4 Hours Ago
Pursue target aquisition Target validity methods Run thought logic at a lower frequency to action logic
4 Hours Ago
Merge from sails
4 Hours Ago
merge ghostship_bug_fixes to naval_update
4 Hours Ago
Bump cull range on buoyancy, raise buoyancy to make it easier to climb ghost ship ladders.
4 Hours Ago
Compile fixes
4 Hours Ago
New wait state MAX/MIN times to be in wander and wait Move between wandering and waiting if you've been stuck in a state too long
5 Hours Ago
fixed undefined surface type of corrugated sheets prefabs as well as an incorrect box collider
5 Hours Ago
naval_update -> scientist_boat_ai
5 Hours Ago
Add another pref for disabling the companion server
5 Hours Ago
Lower yaw/pitch clamps on the cannon
5 Hours Ago
Fix Radtown sign by manually disabling mipmap streaming.
5 Hours Ago
merge from main
5 Hours Ago
New: TestInsideTerrain - Burst version - added unit test Tests: ran unit test
5 Hours Ago
Properly fix brightness flicker by using a GlobalKeyword instead of a string