125,909 Commits over 4,171 Days - 1.26cph!

22 Minutes Ago
Fix chainsaw hit sounds not playing in first person
33 Minutes Ago
First pass on dynamic nav obstacles
45 Minutes Ago
merge from naval_update -> deep_sea
46 Minutes Ago
merge from main -> naval_update
56 Minutes Ago
Merge from boat_building
56 Minutes Ago
merge from lop_entity_spawn_time -> main
56 Minutes Ago
Add `logentityspawntime` admin convar to print out spawn times on client - use `logentityspawntime_min` to control the minimum spawn times that are logged
56 Minutes Ago
Fix accidental negative collider on sail post
1 Hour Ago
halloween floorpaper setup and wip textures
1 Hour Ago
Fix getting stuck in the wander state if we exit seek without reaching our target
1 Hour Ago
Make sure to not ignore non terrain colliders that aren’t oil rigs when generating the path
1 Hour Ago
Update: UI_Store - drop UI_StoreItemOverlayPage references - resaved prefab Doesn't help with reducing RAM pressure, but allows us to take the next step of dnyamically loaded/unloaded bundles. Tests: Went to Abyss page in Editor. Built standalone, took a memory snapshot from main menu - offending assets still there
1 Hour Ago
merge from main
1 Hour Ago
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1 Hour Ago
merge from fix_tags_levelurl -> main
1 Hour Ago
Merge from boat_building
1 Hour Ago
Merge from parent
1 Hour Ago
Include level url in server tags
1 Hour Ago
Prepare migration of entities currently having a navObstacleComponent
1 Hour Ago
Static versions of deployed/world model props, replaced in scene
2 Hours Ago
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2 Hours Ago
Plays the correct third person deploy sound
2 Hours Ago
unity tutorial update
2 Hours Ago
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2 Hours Ago
merge from naval_update/deep_sea
2 Hours Ago
Added IClientComponent to CullWhenInside so they never spawn on the server
2 Hours Ago
Set floating cities as non global broadcast for now so entering the deep sea doesn't take 2 working days We'll have an HLOD anyway
2 Hours Ago
floating city 2 layout update, connected most barges and piers together
2 Hours Ago
Update: FileSystemBackend.Load<T> - option to skip caching of loaded asset Using this to try to avoid caching of store assets Tests: opened and closed Abyss page a couple times with DB backend
3 Hours Ago
Harmonised plywood across scene, added another plywood variant
3 Hours Ago
Merge from parent
3 Hours Ago
Compile fix
3 Hours Ago
merge naval_update to cannon_code
3 Hours Ago
fix Adobe Building Skin token
3 Hours Ago
Fix mouse aiming with the cannon
3 Hours Ago
Give new state in player anim controller an empty clip with a better name, makes it easier to override per override controller
3 Hours Ago
decal_birdcraplarge added
3 Hours Ago
Reduce placement height of hull pieces so you can exit the water onto them.
3 Hours Ago
Clean: reorganize UI_Store.CloseStoreOverlayPage - added a todo to revisit Tests: none, trivial change
3 Hours Ago
Merge from main