133,133 Commits over 4,262 Days - 1.30cph!

42 Days Ago
Merge from boat_building
42 Days Ago
Auth placement/building fix
42 Days Ago
Fixed zfighting planks in supplies barge. Fixed floating cloth and some prop alignment in FC2 and ran S2P. Added wheel to small refinery; both deployed and static version
42 Days Ago
Fixed floating island map marker text not marked as non static
42 Days Ago
merge from main
42 Days Ago
merge from ui_overhead_optims
42 Days Ago
Fixed a bunch of scaled texts not marked as non static - main menu workshop dropdown items - vendor listings - shockbyte modal
42 Days Ago
Merge from parent
42 Days Ago
script updated mesh
42 Days Ago
merge from main
42 Days Ago
Revert cargo global network group to Default (from MainIsland)
42 Days Ago
Add AlignLocalPlayerTurretRotation to force the local players player model to conform to the same rotation lock as replicated players/ai
42 Days Ago
Codegen
42 Days Ago
Add Hand IK targets (disable when reloading) Fix front turret flapping around Fix front turret being able to clip into the floor of the boat Move player slightly further away from rear turret
42 Days Ago
primitive large lootbag halloween loot update
42 Days Ago
Disable MarkAttackerHostile on 20 static entitites found in floating cities
43 Days Ago
Fix hips staying locked when moving the turrets up and down
43 Days Ago
naval_update -> pt_boat_2
43 Days Ago
paintball_hopper uv tests
43 Days Ago
Merge from main
43 Days Ago
Paintball Gun - Blockout mesh and materials
43 Days Ago
Added a null check for shared materials when preloading textures for hotbar items to prevent NREs when a mesh renderer has a null material
43 Days Ago
Added generic terrain to FC4 Added baked shore vectors Move the boat vendor on the pier Setup an HLOD for the scene
43 Days Ago
Improved shore vectors on FC1,2,3 Removed access to casino top floor from barge in FC2 Updated HLODs on FC2,3
43 Days Ago
Merge from main
43 Days Ago
Merge from island_scenes
43 Days Ago
Add compass marker for leaving the deep sea
43 Days Ago
Fixed beach chair on tropical island 1 pickupable
43 Days Ago
Add images for the other tropical islands
43 Days Ago
Merge from parent
43 Days Ago
Merge from floating_cities
43 Days Ago
Don't allow players to interact with growable plants in the floating city if they haven't purchased access to the farm
43 Days Ago
Fixed negative box collider size on casino barge culling volumes Added new floating city map marker S2P FC 1,2,3
43 Days Ago
Mark LightOccludee as IClientComponent, removes ~1400 unused transforms on the server when loading a floating city Add new ClientStubComponent - an empty client only component that will stop a hierarchy being stripped but will still allow stripping to occur on the server Fix mannequins not rendering when spawned on floating city entity (apply ClientStubComponent to entire bone hierarchy) S2P FC 1,2,3
43 Days Ago
Added support for CullingVolume to disable LODGroups (optional, see IncludeLodGroup on component) Enabled on Supplies barge so that skinned meshes are disabled Fixed S2P flattening applying to children of CullingVolume, this was stopping CullingVolumes working entirely as they rely on the hierarchy Remove Poolable component on supplies barge clothing S2P FC 1
43 Days Ago
Merge from parent
43 Days Ago
Merge from project_hammer
43 Days Ago
Merge from main
44 Days Ago
RPG fx WIP.
44 Days Ago
Muzzle position fix
44 Days Ago
Cleanup
44 Days Ago
Viewmodel render fix.
44 Days Ago
Viewmodel FX updates.
44 Days Ago
Chainsaw FX.
44 Days Ago
- Fix random low res mip levels by using NativeParallelMultiHashMap instead of FixedList to avoid running out of space. - Fix dropping off-screen instances to low res mip levels by considering all instances for mip level calculations instead of just culling surviors. The old off-screen behavior can be examined by setting `indirect_instancing.streaming_use_all_instances 0`. - Mitigate dropping Unity renderers to low res mip levels when Unity's and Indirect Instancing streaming systems disagree by calling ClearRequestedMipmapLevel() when we have determined mip 7.
44 Days Ago
scientist_boat_ai -> naval_update
44 Days Ago
Dont kill rest of the scientists when the driver dies (not intentional)
44 Days Ago
scientist_boat_ai -> naval_update
44 Days Ago
Only allow killing scientists to happen once Call die on scientists so the loot bags spawn