126,657 Commits over 4,171 Days - 1.27cph!

Just Now
Bump default ocean scale to 3 in deep sea
11 Minutes Ago
Deep sea weather presets
42 Minutes Ago
bump maps, visible backfaces for depth cues
53 Minutes Ago
Fix how phrases were being displayed and edited in conversation graph editor, now utilizes the custom editor for phrases
1 Hour Ago
workshop scene bugfixes
1 Hour Ago
- Get rid of recast demo space partition structure, after profiling deeper turns out it's slower in our use-case - Allow tile gen to be fully synchronous with no time slicing for easier profiling - Fix part of the world not generating - Re-add support for different resolution in monuments - Try out various methods of culling tris / mesh decimation, no perf improvement
1 Hour Ago
Fix entity scaling not updating the bounds & culling bounds of entities - recalculate both the bound and the culling bounds - reset the bounds inside ResetState() based on the original prefab so it doesn't cause pooling errors
1 Hour Ago
Added PT Boat 50 Cal Dual and Single FBX and Textures Setup PT Boat 50 Cal Materials Started Setting up PT Boat 50 Cal Prefabs
1 Hour Ago
Update: AssetDatabaseBackend - throw an error if trying to load an asset that's not part of a dynamic bundle Tests: clicked through store in editor
1 Hour Ago
t1 smg world anim update, fixed animator issues
1 Hour Ago
merge from naval_update
1 Hour Ago
merge from naval_update/floating_cities
1 Hour Ago
merge from naval_update
1 Hour Ago
Codegen
1 Hour Ago
regenerate static fields to fix compile - added ResetStaticFields call to codegen clean
1 Hour Ago
merge from naval_update
1 Hour Ago
Restored deep sea floating city prefab Moved floating city prefab out of autospawn, so it doesnt spawn with procgen
1 Hour Ago
merge from main
1 Hour Ago
Fixed debug.printanimators command NREing when finding a null animator controller
2 Hours Ago
merge from main
2 Hours Ago
Update: feed dynamic bundle hashset externally to AssetBundleBackend This allows us to reuse the const instead of hardcoding a raw string Tests: compiles in editor
2 Hours Ago
merge from refridgeration_feedback -> main
2 Hours Ago
Clean: pre-review cleanup - got rid of unit test as it doesn't prove anything and relied on API that's not promoted (or needed atm) - formatting fixes, dead code removal - got rid of fallback inspector code Tests: editor compiles in all configs
3 Hours Ago
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3 Hours Ago
Merge: from main
3 Hours Ago
Merge: from storetakeover_icons - Storetakeovers and related resources now can be dynamically loaded/unloaded Tests: navigated through the store and inventory while taking memory snapshots
3 Hours Ago
Merge: from merge_with_atlas - General improvements to editor workflow - Fixing outstanding bugs and TODOs - Updated all assets again to catch up with atlas work Tests: navigated through the store and inventory while taking memory snapshots
4 Hours Ago
RPG Incendiary Ammo - Changed models import settings
4 Hours Ago
If a claimant boat to a target is removed then inform the other boats that a new claimant position has opened up This means if you kill the main boat attacking you, the other boats waiting in the attack 'queue' can have a stab at killing you instead
4 Hours Ago
merge from naval_update
4 Hours Ago
merge from main
4 Hours Ago
ResetStaticFields on LightLOD
4 Hours Ago
RPG High Velocity Ammo - Added models textures and materials
4 Hours Ago
more floating walkways work on set dressing refining floating_city_2 layout
4 Hours Ago
Merge from main
4 Hours Ago
Much better near and far distances when dealing with the boat coordinator Debugging
4 Hours Ago
Connected both water catchers to the water barrel in the farm barge
4 Hours Ago
more floating walkways work on set dressing
4 Hours Ago
remplaced mesh colliders with primitive
4 Hours Ago
Clean: replace a path with a named constant Tests: editor compiles
4 Hours Ago
Clean: remove dead UI_Store::overlayPages variable Tests: editor compiles
4 Hours Ago
Updating texture bundles to enable texture streaming on all skins
5 Hours Ago
Merge from parent
5 Hours Ago
floating_city_floating_walkways_B set dressing cleanup (floating and colliding objects)
5 Hours Ago
fixed power_generator_c prefab collision being too small, used a box instead of mesh as that suits
5 Hours Ago
Fixed mess table static prefab not being mountable
5 Hours Ago
Fixed BaseVehicle inspectors not drawing the BaseEntity manifest info buttons
6 Hours Ago
Update: don't open first tab during UI_Store warmup Helps avoid early bundle loads Tests: interacted with the store in editor
6 Hours Ago
Bugfix: fix NRE when clicking packs on DLC screen - DLC screen now uses path proxies for prefabs - also fixed database backend not tracking release refcount properly (funny I made this mistake twice >.>) The overlay prefabs are assigned to ui/store.bundle, which when unloaded breaks the stored reference. Tests: in editor navigated to dlc page and tried clicking on all tiles - all opened as pages
6 Hours Ago
Merge from boat_building