139,163 Commits over 4,352 Days - 1.33cph!

10 Minutes Ago
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17 Minutes Ago
Optim: run gather network groups in parallel - changed dimensions of net grid in DummyServer, now it's using a 512 grid with 64 cells 128 players: 0.54ms vs 1.15ms of serial. Relies on a prealloc hack, need to support it properly Tests: ran unit tests
19 Minutes Ago
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42 Minutes Ago
exported latest salvaged axe v model anims
1 Hour Ago
Fixes
1 Hour Ago
Updated BunnySuit
1 Hour Ago
Updating krieg backpack skinning and burst cloth
1 Hour Ago
Remove _CommandID shader property to not ever confuse any shader compilers
1 Hour Ago
Fix incorrect cleanup on load fail
1 Hour Ago
Better logs, fix out of bounds tile index, fix incorrect warning when loading a navmesh from a save
1 Hour Ago
Camping Cooker update
2 Hours Ago
fix animator after merge conflicts, fixed wheel rotation and mount positioning
2 Hours Ago
Reduced PacketArrayPool's length to the max value, reworked GetHashCode, removed unneeded second Close in ResetSocket, Use GameManifest.Current instead of loading from disk again
2 Hours Ago
Bunny Suit item update
2 Hours Ago
Bunny Suit setup
2 Hours Ago
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2 Hours Ago
fix water SSR flickering when TAA was enabled, was especially pronounced at grazing angles
3 Hours Ago
Started cleanup
3 Hours Ago
fix server build
3 Hours Ago
Fix tilesLoaded never being incremented, causing loading to fail
3 Hours Ago
Fix crash
3 Hours Ago
Updating krieg skeleton asset
3 Hours Ago
Fixed modular car fuel tank not connectable to anything
3 Hours Ago
Add missing lod2 to emission toggle
3 Hours Ago
Render single-draw commands through Graphics.RenderMeshIndirect()
3 Hours Ago
Remove the placeholder "cancel" menu option.
4 Hours Ago
Updating krieg hazmat burst cloth and skinning
4 Hours Ago
Add item name & icons to radial menu. Only show radial menu if there's more than one item that responds to lighttoggle. Run lighttoggle instantly on press if there is only one item. Misc fixes/functionality. Ready to start refactoring and cleaning up.
4 Hours Ago
fixing shadow issues with brutalist blocks that got introduced likely by recent shadow changes
4 Hours Ago
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4 Hours Ago
Enabled LZ4 high compression
4 Hours Ago
Finish refactor to have individual navmesh instances instead of a singleton, todo fix crash on destroy
4 Hours Ago
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4 Hours Ago
Exposed rebar texture
5 Hours Ago
moved relay send thread start to first packet enqueue, implemented missing Equals and GetHashCode methods
5 Hours Ago
Bugfix: ServerOcclusionGroups - handle null net group when player goes through custom flow - renamed branch to *_reinit (as limit networking turned out not to be related at all) Tests: ran all unit tests, they pass
5 Hours Ago
Fixed ocean topology in launch site, potentially other monuments
6 Hours Ago
Check Unity object lifetime before calling onVisibilityChanged callback
6 Hours Ago
Update(tests): ServerOcclusionGroups - add a net-group reinit test Not a flow we have on servers for now, but it could change in the future Tests: new tests fail (as expected)
6 Hours Ago
Merge: Cherrypick of 145087 from /main/useplayerupdatejobs3/updatesubs_optim - Bugfix for DummyServer not being able to spawn players/bots in unit tests Tests: ran occlusion group tests, now pass
Today
RelayQueueItem now IEquatable, removed SocketLock as we're now running sync
Today
merge from the deployguide box fix branch
Today
re-linked up prefab deploy guides on comps, meds, explosives and meds box skins
Today
Fixed the issue with the shutter frame not working correctly with indirect instancing
Today
restore guidePrefab on DLC boxes
Today
adjusted armoured hatch meshes to close gaps, updated textures to improve normal shading.
Today
merge from event_timing_adjust
Today
enabled vert colour tinting on trim material paint mask (new textures coming soon)
Today
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Today
merge from detail layer tint shader