125,862 Commits over 4,171 Days - 1.26cph!

9 Minutes Ago
Clean: reorganize UI_Store.CloseStoreOverlayPage - added a todo to revisit Tests: none, trivial change
14 Minutes Ago
Merge from main
17 Minutes Ago
Can now start and end boat building mode directly from a boat steering wheel if you are within a boat building station. Bunch of refactoring for it to work.,
21 Minutes Ago
Bugfix: Ensure active UI_StoreItemOverlayPage gets properly cleaned up Tests: tried a bunch of main menu interactions
25 Minutes Ago
Better navigation through smaller pathways (obstacles on left and right) but clear ahead Only handle the reverse case if the front is blocked (not the sides)
31 Minutes Ago
merge from skinglowtester_fix
33 Minutes Ago
Adding new sail rig
36 Minutes Ago
Make sure running "Generate Schema" without the glow scan doesn't wipe old glow data
39 Minutes Ago
Restored glow tags on last weeks skins
40 Minutes Ago
Fix merge conflicts
42 Minutes Ago
Update: UI_Store - load overlay page dynamically from path Doesn't do unloading yet (gets cached in the asset backend). Also there's a bug with CloseStoreOverlayPage not being called in all cases. Tests: In Editor, loaded Abyss overlay page in store
52 Minutes Ago
Update: UI_StoreTakeover - store paths instead of guids - ran Update Paths Our filesystem backends only work with paths, so GUIDs were useless. Tests: none, trivial change
58 Minutes Ago
Codegen
58 Minutes Ago
merge from main
1 Hour Ago
Merge from vram_monitoring
1 Hour Ago
security tower lods and collision. skeletonjail collision. fender lods converted to meshlod.
1 Hour Ago
Prevent mip map discarding being enabled for texture streaming, as textures that should be in use are being discarded when they shouldn't be
1 Hour Ago
merge from meta_shift
1 Hour Ago
fixed launchsite crate wheelie on pipe LS s2p
1 Hour Ago
made chainsaw vm idle anim longer
1 Hour Ago
Updated Radtown loot spawns, T0 had more and sometimes better loot spawning when generating in t0, T0 nerfed - T3 buffed s2p
1 Hour Ago
Update: UI_StoreTakeover - store GUIDs to referenced prefabs - Ran Update GUIDs on MenuUI2_Store same goal as before, try to dynamically load/unload store pages. Tests: In editor, opened Abyss store page
1 Hour Ago
Merge from main
1 Hour Ago
Chainsaw chain now moves in third person
1 Hour Ago
meta_shift -> main - blueprint fragment baseline
1 Hour Ago
merge from naval_update/deep_sea
1 Hour Ago
meta_shift/loot -> meta_shift
1 Hour Ago
Added DeepSeaFloatingCity component back to the floating city prefab Manifest
1 Hour Ago
Just used lock steering - players do this anyway Better steering tangent calculations (prevents slamming headfirst into walls as much)
1 Hour Ago
sail model and textures
2 Hours Ago
Update: Run "Update GUIDs" on all store overlay page prefabs Tests: loaded Abyss store page in Editor
2 Hours Ago
Update: UI_StoreItemOverlayPage - store GUIDs of textures - Added utility to fetch GUIDs from already assigned textures and saving to disk Getting ready to switch to guid resource tracking instead of relying on unity to always load textures Tests: Loaded into bootstrap scene in editor and opened Abyss store page
2 Hours Ago
merge from naval_update
2 Hours Ago
merge from naval_update/floating_cities
2 Hours Ago
Merge from ai_scientist_iteration
2 Hours Ago
floating city 1 s2p
2 Hours Ago
Merge from naval_update
2 Hours Ago
- Fix for third person attack hit not playing whilst crouching - Reload (unscrew cap) and chain pull sounds now play in third person - Move some visual update logic from OnFrameWhileHeld (local player only) to PostLateClientCycle
2 Hours Ago
PT_Boat -> naval_update
2 Hours Ago
Use unitask for async operations
3 Hours Ago
created a new material for the junkpiles that can be used on barges updated farm barge material overrides
3 Hours Ago
- Added more control over the emission blinking feature by adding a power that controls the sharpness of the blink, and min and max values for remapping the extents of the blink wave. - Renamed the Remap function in VolumeCloudBase to ClampRemap as it was causing conflicts with the new one in common as some shaders include both files, it also performs a clamp on the values, so this makes the name more specific.
3 Hours Ago
Adding updated climb and sky diving anims
3 Hours Ago
moved HeightMap and TopologyMap query jobs to be deterministic
3 Hours Ago
switched erosion jobs to FloatMode.Determinstic for cross-platform determinism with procgen (minimal performance impact in this case)