130,506 Commits over 4,232 Days - 1.28cph!

12 Days Ago
Removed extra obsolete LODgroup from mannequin prefabs
12 Days Ago
Fix menu player being borked - dont need playables there
12 Days Ago
playables_fixes -> naval_update
12 Days Ago
Updated Rear Single 50 Cal Model to fix shading error
12 Days Ago
Fixed broken LODgroup references in mannequin prefabs due to hierarchy change
12 Days Ago
playables_fixes -> naval_update
12 Days Ago
Fix hold poses being screwed
12 Days Ago
Dont setup the playable graph for ragdolls. Stops an NRE when getting near a ragdolled player or killing one
12 Days Ago
Updated Flashlight Remake Folders to Follow Other Remake Folder Structures
12 Days Ago
merge from Halloween_25_Update
12 Days Ago
Possible MapView NRE fix
12 Days Ago
sequential commit on paintball_gun rename
12 Days Ago
added underscores to spaces in paintball_gun work files
12 Days Ago
Beenie hat repose
12 Days Ago
Test run the manifest with my latest improvements, commit manifest file and changed .meta files This removed incorrect entity labels on 404 entities
12 Days Ago
Test run the entity label cleaner, removed leftover entity labels from 47 prefabs that are no longer entities
12 Days Ago
Also include cleaning leftover GlobalBroadcast labels in the tool
12 Days Ago
merge from boat_building
12 Days Ago
Merge from parent
12 Days Ago
Fixed player placed markers not working in the deep sea The HUD compass will now no longer show a marker if it isn't the same zone as the player (ei. deep sea/mainland) This is applied across all markers - death, mission, team mates, etc
12 Days Ago
Merge from parent
12 Days Ago
Merge from fog_fixes
12 Days Ago
If the player isn't in the deep sea and they swap to it on the map, focus on the exit portal as that's most likely to have some revealed space
12 Days Ago
Fix NRE when spawning deep sea with no cities
12 Days Ago
Switch fog of war drawing to main thread, seems to resolve loading issues Don't allow fog updates until we've received the current state from the server
13 Days Ago
merge from naval_update/deep_sea
13 Days Ago
merge from deep_sea/billboards
13 Days Ago
Reduced main island billboard default scale, tweaked fog
13 Days Ago
Added a billboard for the main island when you're in the deep sea
13 Days Ago
scientist_boats_gameplay_2 -> naval_update
13 Days Ago
Dont turn the leg animators on for NPCs - its glitchy right now
13 Days Ago
Add PT loot spawning
13 Days Ago
merge from naval_update
13 Days Ago
Do RHIB/PT Boat loot spawning from static spawn methods instead
13 Days Ago
13 Days Ago
scientist_boats_gameplay_2 -> naval_update
13 Days Ago
Compile fixes
13 Days Ago
Fixed somne bugs with scientist boat oil rig manager
13 Days Ago
Mark TC as static
13 Days Ago
A group of scientist boats will now spawn at large oil rig: - On puzzle reset we will check how many are at oil rig and ensure we are <= 3 - If not captured these boats will be deleted on save/load - Will stay around oil rig in a 100 meter radius
13 Days Ago
Tweaked deep sea fog
13 Days Ago
Prevent open and close commands when the deep sea is busy (opening or closing)
13 Days Ago
Fix negative displacements being clipped Scale vector by radius after sample Clamp to avoid any extremes Falloff by distance from centre of mesh and scale of mesh Displace only when vector does not cross centre of mesh
13 Days Ago
Don't parent the exit portal, to keep it consistent with entrance portal
13 Days Ago
merge from cannon_animation_fixes
13 Days Ago
Setup playable graphs in on enable, fixes broken initial states and no longer crashes.
13 Days Ago
Set additional entities as static so industrial adapters & codelocks parented are also considered static - furnaces / ovens (exclude BBQ because they open & close) - fridge - lockers - codelocks themselves (was accounting for doors but not the codelocks individually)
13 Days Ago
merge from main -> optimize_reduce_dynamic_occlusion
13 Days Ago
Add a PrefabInformation component to hull_square, hull_corner, hull_triangle and PlayerBoat so they appear on the death screen
13 Days Ago
Fix two playable graphs running at the same time for each player, which seems to fix everything else.