135,839 Commits over 4,293 Days - 1.32cph!

2 Months Ago
Simple fix to a broken collider on one of the control panels in NMS that would allow to drop backpacks inside them
2 Months Ago
Fixed alpha on gibs. Fixed orientation of XXL canvas in painting mode.
2 Months Ago
Disabled vcol modulation on crates material. Batching messes up vcol when grouping meshes.
2 Months Ago
Fixed the bug with changing renderscale/dlss with Volumetric clouds set to Ultra that would blit the wrong texture to the screen
2 Months Ago
enabled decal layers [all] on mboat materials
2 Months Ago
Fixed broken shadows on improvised_walkway_roof_tarp_300x600_a
2 Months Ago
Fixed the render texture memory leak in the Icon Render scene
2 Months Ago
LODs and gibs for artist canvas L, XL, XXL + prefab setup
2 Months Ago
updated vm and 3p lr300 space gun anims
2 Months Ago
Added incen rockets to fixcars 3 Added a help field to the fixcars
2 Months Ago
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2 Months Ago
Flare weapon refresh animation polish
2 Months Ago
naval_update -> main - Staging wipe, Course locked, no piviting now
2 Months Ago
Merge: from navmeshsurface_optim - Optim: Ghostships now use a static, detached navmesh, saving us on navmesh re-integration every physics step - New scientists adapted to work with detached navmesh - In C+S editor, we now automatically exclude client-scene entities from dynamic navmesh gen Tests: spawned all ghost ships, observed scientists patrolling, dogfighting, sprinting
2 Months Ago
Coconut Underwear Repose
2 Months Ago
Clean: remove obsolete TODOs Tests: none, trivial change
2 Months Ago
boat engine t2 Updated t2 techtree
2 Months Ago
Clean: remove test code that offset the baked navmesh Prepping to merge back Tests: spawned all variations of ghostship, engaged scientists - didn't spot any weirdness
2 Months Ago
greatly reduce low grade fuel cost for boat building
2 Months Ago
Merge: from main
2 Months Ago
HockeyMask repose
2 Months Ago
Bugfix: LimitedTurnNavAgent - when path following, ensure facing direction is applied in world space Previously it was done in navmesh space, causing scientists to look in the sky during dogfight Tests: observed scientists dogfighting and chasing behaviors - they either looked in direction of run or me
2 Months Ago
merge from main
2 Months Ago
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2 Months Ago
shift DeployAndEditCooldown to the end of the frame, the Busy flag it sets messes with some vehicle initialization behaviour otherwise
2 Months Ago
Add christmas branding
2 Months Ago
save++ network++ persistance++
2 Months Ago
merge from boat_building
2 Months Ago
Tweak bbs deployable blocking collider
2 Months Ago
SmallBackpack repose
2 Months Ago
merge from Cannon_Animation
2 Months Ago
boat steering anim update
2 Months Ago
updated cannonball craft, removed duplicate item blueprint comp crafts 2 at once
2 Months Ago
Update cannon deployed prefab to use the correct viewmodel camera animation and eye position
2 Months Ago
Merge from parent
2 Months Ago
More shore material tweaks
2 Months Ago
fixed floating net, incorrect material assignment to rope_docks on ghost ships
2 Months Ago
fixed incorrect surface types on adobe frame prefabs
2 Months Ago
Adjust tropical shore settings
2 Months Ago
Add tropical underwater visual parameters and blend with shore distance
2 Months Ago
Fix wrong lighting in underground scenarios by issuing instanced draw calls earlier in frames where reflection are rendered.
2 Months Ago
Actually apply and respect render layers when instancing
2 Months Ago
Fixed boat splash fx not turning back on when a camera re-enters range
2 Months Ago
Added a SnapPositionTo client RPC, will set the client entity to a given position and snap the positionLerp to the end preventing it from extrapolating Applied when moving entities in and out of the deep sea Fixed DeepSeamanager.FindIslandPortalExitPosition failing in craggy because it has no SpawnHandler
2 Months Ago
Merge from island_scenes
2 Months Ago
Merge from parent
2 Months Ago
Fix tropical1 terrain size (fixes foliage assert), and hopefully stop issue from happening again when adjusting prefabs
2 Months Ago
Added a new unscaled time invoke handler, uses standard invoke API and is accessible on all FacepunchBehaviours (InvokeRepeatingUnscaledTime, CancelInvokeUnscaledTime, etc) CoverageQueryFlare uses realtime invoke handler so that it can work as expected in a paused demo CoverageQueries now updates in unscaled time Fixes spotlights not hiding/showing based on occlusion in paused demos
2 Months Ago
Redo confetticannon.deployed renderer simplification
2 Months Ago
Merge from main Stomped launch site and confetticannon.deployed changes from main, will need to redo