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13,382 Commits over 2,435 Days - 0.23cph!

10 Days Ago
Merge from main
10 Days Ago
Merge from baked_mesh_optim
10 Days Ago
Reprocess the island meshes, apply a 10 degree limited dissolve on the underwater portions of the island and apply a 0.5 degree dissolve the above water portions Doubles the size of the mesh, but brings the collisions more in line with the visuals and it's still about 75% smaller than last months version of the meshes Moved the original FBX exports of the islands to a SourceIslandMeshes folder in the root of the project in case we need to modify these setteings in the future
10 Days Ago
Merge from main
11 Days Ago
Merge from baked_mesh_optim
11 Days Ago
Apply proper bounds, fixes terrain rendering
11 Days Ago
Merge from main
11 Days Ago
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11 Days Ago
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11 Days Ago
Revert to version of NMS scene from 140572 (with broken rock references) Reapply no respawn zone Fixes NMS not spawning
11 Days Ago
Merge from static_bbs
11 Days Ago
S2P islands
11 Days Ago
Reduced magnet force Only apply magnet force on one boat at a time, the closest
11 Days Ago
Static boat stations won't pull in anchored boats
11 Days Ago
Merge from main
11 Days Ago
Prefix the frame count in all midi debug messages
11 Days Ago
Added midiconvar.bufferProtection, prevents more than one identical midi binding firing in a single frame May help midi bindings/stream decks continue to work after the MIDI changes in Win11 25h2
11 Days Ago
Server compile fix
11 Days Ago
Fix save corruption issue
12 Days Ago
Move all charms to the 20k range temporarily to limit conflicts
12 Days Ago
Merge from main
12 Days Ago
More fixes, nothings quite working yet
12 Days Ago
Merge from main
12 Days Ago
Merge from static_bbs
12 Days Ago
Merge from main
12 Days Ago
Tweak values, S2P tropical islands
12 Days Ago
Cleanup
12 Days Ago
Added a boat magnet to the static version of the boat building station that pulls in and aligns any player boats within 50m Effect is more pronounced the closer you are to the centre of the station so you can pass by them without being affected but if you stop anywhere near the buoys you'll get pulled in
12 Days Ago
Fix NRE in deep sea manager if no ghost ships are available Fixed water position of static station Added a static boat building station to each tropical island
12 Days Ago
Fix static boat stations starting in open state
12 Days Ago
Merge from main
13 Days Ago
Merge from main (knife.combat.entity and sunken.knife.combat.entity use versions from main)
13 Days Ago
Apply the same changes to all 4 tropical islands, expecting similar savings
13 Days Ago
Simplify the tutorial island mesh collider in blender, most of the detail was under the ocean and in a grid pattern so not needed 293k tris -> 17k 8.53mb -> 496kb on disk Should go from 29.3mb in memory to 500kb, will need to verify final savings in build
13 Days Ago
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13 Days Ago
Equip Weapon Tool now looks through children of selected object before rescanning from the transform root
13 Days Ago
Merge from sunken_and_combat_knife_orientation_fix
13 Days Ago
Merge from puddlefix
13 Days Ago
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13 Days Ago
Merge from increased_deepsea_render
13 Days Ago
Applied LODGroupDeepSeaConfig to RHIB and PT boat
13 Days Ago
Added a new LODGroupDeepSeaConfig component for stuff using LODGroups, modifies the culling screen height percentage if the renderer is in the deep sea Applied to sails
13 Days Ago
LOD components that are dynamic and in the deep sea will now return a quarter of the actual distance in GetDistance, should make things render further out without having to make changes across all prefabs
13 Days Ago
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13 Days Ago
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13 Days Ago
Merge from main Auto conflict resolution on mannequin_deployed, xylophone.deployed, parachute.item
16 Days Ago
Merge from fix_guid_null_primitive
16 Days Ago
Merge from fix_paste_mountable
16 Days Ago
Merge from heli_fixcars_changes_2