132,737 Commits over 4,232 Days - 1.31cph!

50cal_Animations -> naval_update
50cal_animation -> naval_update
Reduce the wave impact on the pt boat so easier to predict + less nausea
- Add a replicated var to turn on/off client authority so we dont get stuck in a build without the ability to change - Codegen
Today
Update all ship trigger parent shapes to match the ship
Today
Projector in stables_b now permanently on
Today
Merge from deploy_fixes_wip
Today
FX tweak to better faciliate adjacent wall.
Try authority with higher yield state acceptance
50cal_animations -> naval_update
Today
plugged gap in stairs_overhang_300x300_corner
Today
double 50Cal mounting sounds and shooting volume changes
Today
Bugfix: SpawnGroup now applies entitie's world<->navmesh transformations when picking a spawn point Tests: Spawned ghostship - all NPCs spawned, but not moving (likely my other experimental code borks it)
Today
▉▌▊ ▄▍▇▌▊▍▅▊▍▄▍▇ ▌█▊▅▊.▇▆▇█▌▋▍▄▆▄▉█▅▇▊▆▍▆▌▆ ▄▊▄ █▌▍▍ ▄▆▊▆▇▍▊ ▊▆█▆▅▅█▌ ▇▌▊▆▋▋ ▇▄▍▅ ▋▍▊▊▆▍ ▉▍▌▌▋▊▌▅█▉▊ ▇▌ ▋▄▋ ▌▅▇▆▋▊▅. ▅▋▆ ▊ ▄▉▄▍▍▄▉ ▊▆▇▉▅▊▍ █▋▆▄▍ ▆▆▅▄▅█ ▇▍▅▌▌ ▊▅▉ ▄▋▊█ ▉▊▆▆▄▌▇▆▄ ▊▆▇▍ ▌▅ ▋▍█▍█ ▍▉▊▄▇▋ █▊█▊▊▅▌▇ ▋▇ ▋▍▅▇ ▊▌▇ ▋▋▌ ▍▍▉▇ ▉▉▌ ▅█▍▄▆▍▇▇ ▋▌█▍▄▉▉.
Today
All sizes (S - XXL) of seamless artist canvas added and functional. No LODs, gibs, or icons yet
50cal_animations -> naval_update
Today
closed gaps at floor level on watch towers
Up the updaterate since we are using serverside movement
Set both turrets to be serverside only. Won't be as smooth but its release-able
Yesterday
▋▍▉▆▄▍ ▄▅▇▇▄▋▅ ▆▆▋▍▉▌▊ ▉▄▅▍▊█▋▍▊▊▋ ▄▌ ▄▄▊▅ ▇▊ ▌▄▄▊▍'▄ ██▌▄ ▌▋█▉ ▍▄▊▌ ▊▊▊▆▄█▊▊ ▄▌▅▅▉▉▉ ▍▍▉ ▉█ ▆▌▅ ▍▌▍▋▌▆█, ▍▍█▌▉▊▍ ▊▍▊ ▍▇ ▍▊▇▋█▆ ▅▉▉▇▉▆▊▋▉▋▇ ▅▊▌▇▉▍▅▋
Yesterday
filler in gap quality 0 Launch site
Yesterday
boat engine now uses more fuel per sec
Yesterday
fixed wooden_building_c LOD1 roof not double sided
Yesterday
Space LR300 - rebaked worldmodel with latest textures, adjusted emissive colour
Yesterday
Update: DynamicNavMesh allows to exclude specific navmesh source roots - Ghostships register to be excluded, since they have their own baked navmesh - [editor-only] Added logic to exclude all roots from the client scene This CL also has some temp ghostship debug code (offsets navmesh to validate it) Tests: in water world spawned a GhostShip and enabled AI - only backed navmesh popped into existence. AI didn't spawn - need to investigate next
Yesterday
small oilrig set dressing fixes
Yesterday
merge from deep_sea
Yesterday
Fixed repel forces blocking whitelisted boats inside the deep sea
Yesterday
bunch of shadow proxies to fix light leaking in oilrig
Yesterday
50cal_animations -> naval_update
Yesterday
Diving tank repose
Yesterday
Fixed merge conflicts: - Rewired up turret screenshake effects - Fixed broken values/references
Yesterday
updated vm lr300 space anims
Yesterday
naval_update -> 50cal_animations (2)
Yesterday
naval_update -> 50cal_animations (merge issues)
Yesterday
fixed stairs being ass at excavator smaller machine
Yesterday
tweaks to rocks in WTP to avoid poking out of cliffs
Yesterday
removed rendererbatch from drain and manhole cover prefabs raised them by a bit in ferryterminal to be sure
Yesterday
texture update
Yesterday
added prevent movement volume to block LOS error spot
Yesterday
Glass small surface type for industrial buildings
Yesterday
plugged more holes in countryside tunnel entrance
Yesterday
Space LR300 - Added emissive sights to worldmodel
Yesterday
env volume fix at computer station room at train tunnel hatches
Yesterday
added boat hull movement sounds
Yesterday
Add ammo display deploy fade-in
Yesterday
Added a ForwardAdd pass to the TMP depth offset shader to support point and spot lights on text
Yesterday
rebaked powerlines LOD2 textures
Yesterday
actually include emissive for alex m
Yesterday
updated textures inc emissive for alex m