132,874 Commits over 4,232 Days - 1.31cph!

2 Days Ago
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2 Days Ago
All sizes (S - XXL) of seamless artist canvas added and functional. No LODs, gibs, or icons yet
2 Days Ago
50cal_animations -> naval_update
2 Days Ago
closed gaps at floor level on watch towers
2 Days Ago
Up the updaterate since we are using serverside movement
2 Days Ago
Set both turrets to be serverside only. Won't be as smooth but its release-able
2 Days Ago
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2 Days Ago
filler in gap quality 0 Launch site
2 Days Ago
boat engine now uses more fuel per sec
2 Days Ago
fixed wooden_building_c LOD1 roof not double sided
2 Days Ago
Space LR300 - rebaked worldmodel with latest textures, adjusted emissive colour
2 Days Ago
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
2 Days Ago
small oilrig set dressing fixes
2 Days Ago
merge from deep_sea
2 Days Ago
Fixed repel forces blocking whitelisted boats inside the deep sea
2 Days Ago
bunch of shadow proxies to fix light leaking in oilrig
2 Days Ago
50cal_animations -> naval_update
2 Days Ago
Diving tank repose
2 Days Ago
Fixed merge conflicts: - Rewired up turret screenshake effects - Fixed broken values/references
2 Days Ago
updated vm lr300 space anims
2 Days Ago
naval_update -> 50cal_animations (2)
2 Days Ago
naval_update -> 50cal_animations (merge issues)
2 Days Ago
fixed stairs being ass at excavator smaller machine
2 Days Ago
tweaks to rocks in WTP to avoid poking out of cliffs
2 Days Ago
removed rendererbatch from drain and manhole cover prefabs raised them by a bit in ferryterminal to be sure
2 Days Ago
texture update
2 Days Ago
added prevent movement volume to block LOS error spot
2 Days Ago
Glass small surface type for industrial buildings
2 Days Ago
plugged more holes in countryside tunnel entrance
2 Days Ago
Space LR300 - Added emissive sights to worldmodel
2 Days Ago
env volume fix at computer station room at train tunnel hatches
2 Days Ago
added boat hull movement sounds
2 Days Ago
Add ammo display deploy fade-in
2 Days Ago
Added a ForwardAdd pass to the TMP depth offset shader to support point and spot lights on text
2 Days Ago
rebaked powerlines LOD2 textures
2 Days Ago
actually include emissive for alex m
2 Days Ago
updated textures inc emissive for alex m
2 Days Ago
merge from deep_sea
2 Days Ago
cake entity fix and krieg shotgun updates
2 Days Ago
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2 Days Ago
bug fixes
2 Days Ago
Removed MonumentInfo components used in the deep sea Added a safeguard in MonumentInfo so monuments in the deep sea aren't added to TerrainMeta.Path.Monuments, it causes issues down the line when the deep sea closes
2 Days Ago
merge from deep_sea
2 Days Ago
Fixed NRE when calling AdminKillNoLoot on BoatAI, storage container ent wasn't loaded yet...
2 Days Ago
Fixed rad volumes still spawning on the exit side of the deep sea
2 Days Ago
Merge from parent
2 Days Ago
merge from naval_update
2 Days Ago
update to lr300 viewmodel with right hand mag release
2 Days Ago
Fixed Spot with inaccurate colliders on cargoship
2 Days Ago
Wetsuit repose