226,463 Commits over 3,714 Days - 2.54cph!

2 Months Ago
hanging coats
2 Months Ago
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2 Months Ago
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2 Months Ago
Add a climbable net to the static cranes if the Reserved1 flag is set to true Enabled on the shore side crane S2P harbor_1
2 Months Ago
Fixed some bugs Added proper ground colliders in harbor_1 and deleted temp ones
2 Months Ago
Show state name overrides separately Use EditorJsonOptions instead of defining our own Draw entry nodes differently to normal nodes
2 Months Ago
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2 Months Ago
dresser updated
2 Months Ago
Deserialize graph state
2 Months Ago
Serialize graph state
2 Months Ago
migrated artdev progress to demo_level_2
2 Months Ago
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2 Months Ago
merge from oilrig sat tube
2 Months Ago
oilrigs S2P
2 Months Ago
fixed some dressing gaps
2 Months Ago
merge from server_hidden_stashes
2 Months Ago
merge from EasterItemStoreFixes
2 Months Ago
latest rigs scenes
2 Months Ago
removed cctv desk from cctv room, so it can be customized per oilrig
2 Months Ago
refined environment volumes in moonpool
2 Months Ago
- Bikes with >2 wheels now orient their roll to ground normal on slopes, instead of world up. Not perfect yet and needs some work - Don't give snowmobile driving achievement for driving a motorbike - Improved wheel visuals - Switch bike RB to Continuous Speculative, it's smoother
2 Months Ago
missing textures
2 Months Ago
first pass on final textures, material setup
2 Months Ago
Add BodyGroups and MaterialGroups in Prop Component
2 Months Ago
If collision source can't get game object from collider, try to get it from body Add collision events to ModelPhysics
2 Months Ago
Merge from harbor_tweaks_4_cargoship
2 Months Ago
Leaderboard backup, run #10563
2 Months Ago
Merge from main
2 Months Ago
Moved a container spawn point to the other side of the road in harbor_2 so the move won't require the crane to clip through the cargo bridge (hopefully) Full S2P of both harbors with HLOD
2 Months Ago
merge from server_tree_colliders
2 Months Ago
merge from tutorial_island
2 Months Ago
merge from visualshader
2 Months Ago
Use the highest point out of all of the spawn points as the "ceiling" of a set of container moves - fixes containers clipping through other containers on the cargo ship during movement when being placed lower than the top layer of containers.
2 Months Ago
Fix containers getting spawned too high if a cargo ship docked at the same port multiple times while a server was up
2 Months Ago
merge from editor_compare_client_server_fields
2 Months Ago
Add a crush trigger to the bottom of the harbor containers when descending
2 Months Ago
Fixed a case where harbor cranes would spawn and have slightly different arm angles between client and server, leading to flyhack kicks due to differing collider positions
2 Months Ago
Snowmobile orientation fix
2 Months Ago
Adjusted container crane movement so that the ship mast doesn't clip with the hanging container
2 Months Ago
LODs progress
2 Months Ago
More upgrade testing
2 Months Ago
More Dummy ui
2 Months Ago
Bullet tracers, can't sprint and attack at same time
2 Months Ago
Viewmodel animator
2 Months Ago
spawn.cargoshipdockingtest no longer needs a parameter if only one harbor is present on the map Fixed bridge spawn curves on both harbors by implementing a new UseToggleMode option on the proximity manager When this new mode is enabled you can use a constant curve mode and the entity will move over time to match the desired point, this allows the bridge to continue to move even when the cargo ship has come to a rest Fixed swing bridge not marked dynamic LOD Fixed new cranes missing metal bullet impact fx
2 Months Ago
Modular Weapon Component
2 Months Ago
Fixed misaligned harbor drop points
2 Months Ago
Fixed swing bridge not swinging on harbor_1 Fixed ramps on both sides of the swing bridge swinging with the bridge S2P both harbors