128,800 Commits over 4,201 Days - 1.28cph!

21 Minutes Ago
Reload animations running on front and rear turrets Setup new controllers Setting to enable/disable signalling the reload animation from the server on held entities
27 Minutes Ago
Modified mounted steering wheel interaction collider so interactions only show when looking down towards the bottom of the wheel. This prevents the interactions showing when trying to drive the boat normally. Override and implemented LookingAtEngine on PlayerBoatPrivilege
35 Minutes Ago
merge from misc_fixes
1 Hour Ago
added indicators for ammo types: slug, smoke, buckshot
1 Hour Ago
Fix muzzle fire appearing at the wrong place
1 Hour Ago
Re-apply CodeGen
1 Hour Ago
All boat items (steering, sail, engines, etc) are usable by anyone until a wheel lock code is set, and then only if you're authed on the wheel.
1 Hour Ago
Swap to the rigged versions of the 50 cals
1 Hour Ago
Reset some CodeGen to their state on /main
1 Hour Ago
merge from fix_deep_sea_network_layer -> naval_update
1 Hour Ago
CodeGen
1 Hour Ago
Fixed front turret only reloading the left 50 cal
1 Hour Ago
Rebase on /main
1 Hour Ago
Fix SV_ReloadStart error on rear turret
1 Hour Ago
Another manifest Finally working with some clean prefabs
2 Hours Ago
bug fixes, cleaned up scene folders
2 Hours Ago
audio clip properties updates
2 Hours Ago
added ADS attack anim for rpg skin viemodel
3 Hours Ago
initial WIP directional drag (not balanced and not fast) - take a set of planes offset from hull block bounds at a regular set interval - project min/max bounds extents onto plane and perform a set of raycasts in flow direction and use dot of normal against -flow to scale drag impact and accumulate - drag is saved per-angle and will update for the boat at set intervals by slerping between nearest values to current angle of velocity against forward - considering this as "drag" currently, but may apply this as a force for easier control
3 Hours Ago
DLC tab background fading
3 Hours Ago
Ton more auth work, including new functionality, improvements, fixes and menu usability tweaks.
3 Hours Ago
Setup prefab world model animators Setup animator rigs Fixed bug preventing you from sitting in the front turret More aim position tweaks
3 Hours Ago
Optim: UsePlayerTasks - ServerOcclusion uses CustomShouldNetworkTo and CustomShouldSkipServerOcclusion Microoptim - this reduces hashset look ups and moves some checks to be run earlier. Main benefit is lifting more code out of BasePlayer.OcclusionLineOfSight Tests: none, skipping tests for now
3 Hours Ago
Fix missing ghostship_d nav bake, add strip navmesh obstacle components to all ships.
3 Hours Ago
Splats & sculpts.
3 Hours Ago
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3 Hours Ago
Rebase on /main
3 Hours Ago
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3 Hours Ago
Atlases, cleanup
3 Hours Ago
Removed ability to repair helicopters that are in flight
3 Hours Ago
merge from naval_update
3 Hours Ago
Refactor StripBatchingComponents into StripComponents<T>, add StripNavmeshObstacles to fix unstable ghostship navigation.
3 Hours Ago
Fix shipping_container_900_b prefabs being ignored when navmesh is built on ghostships, rebuild ghostship_d navmesh
3 Hours Ago
3 Hours Ago
conditional art models, textures, material and initial prefabs setup
4 Hours Ago
unlock test
4 Hours Ago
Added sounds and support for an audio cue for when the wheel is centred
4 Hours Ago
Realign rear turret again
4 Hours Ago
Merge from shadow_cascades_light_leak_fix
4 Hours Ago
Merge from main
4 Hours Ago
Warhammer store page
4 Hours Ago
edited small engine anims as they were too subtle previously
4 Hours Ago
Add PlayerBoatPrivilege derived from VehiclePrivilege, overrides looking at engine. Make LookingAtEngine virtual on VehiclePrivilege. Added PlayerBoat.GetParentPlayerBoat as an easy way for an entity to find it's parent boat.
4 Hours Ago
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4 Hours Ago
Recreate the left,right and single 50 cal entities with the new prefabs Get it hooked up like before
4 Hours Ago
Fix NRE in server builds when scientists are talking to each other
4 Hours Ago
- Create buffers with correct flags according to `buffer_upload_mode` - Set default buffer upload mode to be "indirect" (1) - Disallow changing `buffer_upload_mode` during gameplay