135,280 Commits over 4,293 Days - 1.31cph!

8 Minutes Ago
Test list
8 Minutes Ago
Can run tests using the window when out of playmode, clicking run will start playmode and run the selected tests when possible Ground work for the future dashboard implementation
23 Minutes Ago
Update: prep unit tests for lastPlayerVisibility validation Tests: ran unit tests
32 Minutes Ago
Paintable Reactive Target - Updated IO ports positions, updated model and textures to support the new IO ports. Rigged model remains the same so it needs updating and setup
34 Minutes Ago
Reimplement parenting logic
40 Minutes Ago
merge anim fix to main
51 Minutes Ago
main -> mountplayersync_ai_bypass
60 Minutes Ago
add "Affect Occlusion" toggle to detail blend layer, makes blend layer interact with base layer occlusion (lerps it white with the blend weight)
1 Hour Ago
Fix edge case with playable graphs already being setup when spawning a player model, immediately set isPlayableSetup rather than next frame.
1 Hour Ago
Update: OcclusionGroupTests now check if 2nd player in a test only references itself in the group Tests: ran unit tests
1 Hour Ago
Salvaged cleaver animation blend adjustments
1 Hour Ago
Added gibs for stone component box
1 Hour Ago
Clean: extract a bit of code to handle initialization Tests: ran all unit tests
1 Hour Ago
Merge from naval_update
1 Hour Ago
Merge from main
1 Hour Ago
- Don't process which missions are available for a player if they have an active mission, or if they are talking to an NPC to complete a mission - Request a missions update if the deep sea opens/closes whilst our map is open, not only when the deep sea opens - Other minor fixes
1 Hour Ago
Update: rewrite OcclusiongGroups logic to be simpler - updated unit tests with new expectations Each player now has their own occlusion group that they modify as they navigate network grid. OcclusionGroups are driven by network subscription logic. Got couple TODOs and couple unit tests to add, then done Tests: ran unit tests, all passed
1 Hour Ago
S2P islands for ai zones
1 Hour Ago
Day extension for march.
1 Hour Ago
Revert TOD change for branch placement.
1 Hour Ago
Shifted some curves around to make the new TOD cycle 80 minutes instead of 60. Night time stays at approximately the same 10.
2 Hours Ago
junkpile_ladder_clip_fix -> main
2 Hours Ago
junkpile_ladder_clip_fix -> main
2 Hours Ago
merge from main
2 Hours Ago
merge from automatedtesting
2 Hours Ago
merge from main
2 Hours Ago
merge from main
3 Hours Ago
Updating last of the gesture anims to v4 rig
3 Hours Ago
Easel placement setups for scrap and lightup frames
4 Hours Ago
Remove sockets from XL and XXL for easel, comically large and unbalanced
4 Hours Ago
stone, wood panel title and description updated
4 Hours Ago
scrap box panel title and description updated, ran manifest, loca and icon manifest
4 Hours Ago
food, meds, metal box panel title and description updated
4 Hours Ago
armor box, comps box, explosive box panel title and description updated
4 Hours Ago
added viewmodelAspectOffset component to the viewmodel paintallgun.prefab, set -0.0057 in X and 0.055 in Z
4 Hours Ago
updated icons for ammo, comps, stone boxes
4 Hours Ago
ore box naming fix
4 Hours Ago
ammo box naming fix part 2
4 Hours Ago
ammo box naming fix part 1
5 Hours Ago
ptboat_turret_safezone -> main
5 Hours Ago
Don't allow AI or players to shoot mounted weapons when in safe zones
5 Hours Ago
meds box ran manifest, localization and icon manifest
5 Hours Ago
food matrix prefab tweak
5 Hours Ago
meds box item, icon, prefabs. matrix models, setup
5 Hours Ago
Assign steam item to paintball ammo item definition Add error log before trying to access a potentially null steam item in UIBlueprints::UpdateBlueprints Remove impact effect log spam
5 Hours Ago
tryfind_matchiongdeployables_fix -> main
5 Hours Ago
Hardening incase traced ent is null (when finding matching deployables)
5 Hours Ago
Paintball Gun - hopper shader tests
5 Hours Ago
merge from naval_update
5 Hours Ago
Prevent crossing if the vehicle has a non whitelisted vehicles parented