125,432 Commits over 4,171 Days - 1.25cph!

11 Minutes Ago
switch from using string path to GameObjectRef
13 Minutes Ago
Halved the texture tiling, given the volcano size.
16 Minutes Ago
Attempt #2 - store two specific weather states inside the single climate prefab (deep sea calm, deep sea wipe) - lerp between the two deep sea weather states based on the lerp float inside the DeepSeaManager entity (and network it) - add separate ClimateParameters for the deep sea (duplicate of Temperate for now) - read the DeepSeaWeatherState for temperature and rain (don't need to override snow since it can't snow outside the arctic)
17 Minutes Ago
Nerfed the initial instant damage because that's probably no fun. Still heavy dmg over time.
18 Minutes Ago
improvised walkway stairs 450x150 lods. floating city fender collision and mesh fixes. added skeletonjail mesh for fun. oil rig feet prefab variations. improvised walkway security tower mesh updated, quick collision too.
30 Minutes Ago
Movement friction tweak in lava.
41 Minutes Ago
LODs/COL/Prefab setup for all bridges Fixed collision issues in medical bay
51 Minutes Ago
Lava modding cubes
57 Minutes Ago
Some refactoring and fixes, the active entities list are now populated correctly after the server init
1 Hour Ago
State agnostic methods will check if we have a target or not - force the right state in both ways Pursuit state sets right gas pedal depending on distance Pursuit state sets the right steering setup as well Locked to just players for now - this wont do
1 Hour Ago
update manifest for client testing projectiles
3 Hours Ago
remove generic projectiles, disable first-person visuals for entity
3 Hours Ago
Minor adjustments to the collision mesh for the external wood high wall, removes most of the invisible walls between posts so you can shoot between them properly
3 Hours Ago
Optim: ServerOcclusion - split work in batches and process them serially This reduces RAM pressure and possible paging, but still generates enough work for CPU (8mil subgrid cells per batch) to keep it busy. 4.7k generation times went from 50s -> 30s. Gonna clean up and merge. Tests: generated and visualized
4 Hours Ago
Add dynamic environment volumes, move transformation/bounds math to burst. todo: jobify?
3 Hours Ago
merge ghostship_timeouts fix to naval_update
3 Hours Ago
Disable timeouts on ghost ships
3 Hours Ago
Make ghost ship environment volumes dynamic
4 Hours Ago
Set dressing on supplies barge
4 Hours Ago
Regenerate ConsoleSystem.cs
4 Hours Ago
Regenerate ConsoleSystem.cs
4 Hours 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)
4 Hours Ago
crossbow anim update
4 Hours Ago
When in dynamic mode, give the preview crosshair a pulsing animation and block changes to scaling
4 Hours Ago
basic blueprint fragment pickup item always spawns on red keycard desk, next to red keycard (blue puzzle room)
4 Hours Ago
re-enable collision with dropped items after short timeout
4 Hours Ago
merge from main
4 Hours Ago
added foliage displacement to the drone because I kept losing them
4 Hours Ago
Merge other fixes from /indirect_instancing
4 Hours Ago
Rebase on /main
4 Hours Ago
Merge build fix from /indirect_instancing_fixes
4 Hours Ago
Restore constant that I removed because I was an idiot.
4 Hours Ago
▆▅▊▄▍▍▋▋█▍▊ ▆▇▇▉▉
4 Hours 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
4 Hours Ago
updated the chainsaw PORC (player override controller)
4 Hours Ago
▋▆▉█▊▇
5 Hours Ago
merge from naval_update
5 Hours Ago
merge from naval_update/deep_sea
5 Hours Ago
Merge from /indirect_instancing_fixes
5 Hours Ago
Rebase on /main
5 Hours 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.
5 Hours Ago
updated 3p chainsaw anims with correct idle head position
5 Hours 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
5 Hours Ago
merge ghost_ship_bugfixes to naval_update
5 Hours Ago
editing chainsaw 3p anims and created attack idle anim to possibly be implemented
5 Hours Ago
fix attachpoint assignment, was getting stomped when loading entities from save
5 Hours 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.
5 Hours Ago
Spike Trap SFX fixes and material properties.
Today
blueprint fragment world model setup