126,027 Commits over 4,171 Days - 1.26cph!

Today
Added IClientComponent to CullWhenInside so they never spawn on the server
Today
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
Today
floating city 2 layout update, connected most barges and piers together
Today
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
Today
Harmonised plywood across scene, added another plywood variant
Today
Merge from parent
Today
Compile fix
Today
merge naval_update to cannon_code
Today
fix Adobe Building Skin token
Today
Fix mouse aiming with the cannon
Give new state in player anim controller an empty clip with a better name, makes it easier to override per override controller
Today
decal_birdcraplarge added
Today
Reduce placement height of hull pieces so you can exit the water onto them.
Today
Clean: reorganize UI_Store.CloseStoreOverlayPage - added a todo to revisit Tests: none, trivial change
Merge from main
Today
Can now start and end boat building mode directly from a boat steering wheel if you are within a boat building station. Bunch of refactoring for it to work.,
Today
Bugfix: Ensure active UI_StoreItemOverlayPage gets properly cleaned up Tests: tried a bunch of main menu interactions
Better navigation through smaller pathways (obstacles on left and right) but clear ahead Only handle the reverse case if the front is blocked (not the sides)
Today
merge from skinglowtester_fix
Today
Adding new sail rig
Today
Make sure running "Generate Schema" without the glow scan doesn't wipe old glow data
Today
Restored glow tags on last weeks skins
Fix merge conflicts
Today
Update: UI_Store - load overlay page dynamically from path Doesn't do unloading yet (gets cached in the asset backend). Also there's a bug with CloseStoreOverlayPage not being called in all cases. Tests: In Editor, loaded Abyss overlay page in store
Yesterday
Update: UI_StoreTakeover - store paths instead of guids - ran Update Paths Our filesystem backends only work with paths, so GUIDs were useless. Tests: none, trivial change
Yesterday
Codegen
Yesterday
merge from main
Yesterday
Merge from vram_monitoring
Yesterday
security tower lods and collision. skeletonjail collision. fender lods converted to meshlod.
Yesterday
Prevent mip map discarding being enabled for texture streaming, as textures that should be in use are being discarded when they shouldn't be
Yesterday
merge from meta_shift
Yesterday
fixed launchsite crate wheelie on pipe LS s2p
Yesterday
made chainsaw vm idle anim longer
Yesterday
Updated Radtown loot spawns, T0 had more and sometimes better loot spawning when generating in t0, T0 nerfed - T3 buffed s2p
Yesterday
Update: UI_StoreTakeover - store GUIDs to referenced prefabs - Ran Update GUIDs on MenuUI2_Store same goal as before, try to dynamically load/unload store pages. Tests: In editor, opened Abyss store page
Yesterday
Merge from main
Yesterday
Chainsaw chain now moves in third person
Yesterday
meta_shift -> main - blueprint fragment baseline
Yesterday
merge from naval_update/deep_sea
Yesterday
meta_shift/loot -> meta_shift
Yesterday
Added DeepSeaFloatingCity component back to the floating city prefab Manifest
Yesterday
Just used lock steering - players do this anyway Better steering tangent calculations (prevents slamming headfirst into walls as much)
Yesterday
sail model and textures
Yesterday
Update: Run "Update GUIDs" on all store overlay page prefabs Tests: loaded Abyss store page in Editor