129,069 Commits over 4,201 Days - 1.28cph!

7 Minutes Ago
Codegen Manifest
11 Minutes Ago
fix world model outline not showing on loaded rpg ammo (for dropped item) - added a check before showing world outlines for if the transfom is active in hierarchy, if not, no outline
28 Minutes Ago
merge from cannon_water_fixes
29 Minutes Ago
FIx cannon water factor override only existing on clients
30 Minutes Ago
Floating city 1 2 3 scene2prefab
36 Minutes Ago
Fix floating point overlow in mip level calculation
46 Minutes Ago
merge from naval_update/deep_sea
47 Minutes Ago
Added renderer for the sea floor in the deep sea, moving it from Y -100 to -50 to match the terrain margin height Removed the bottom radiation volume
53 Minutes Ago
Revamped the culling volume setup for the casino interior to improve performance / casino interior will only render when entering through the elevator Added fake curtains to block off the interior when peeking from outside Various other tweaks and fixes
1 Hour Ago
re-populated entity prefab (would not re-connect), added rotational offsets to match existing position, will most likely conflict when merging with player update entity
1 Hour Ago
Bugfix: AnalyticsV2 - skip client analytics if steam hasn't been started Tests: none, trivial change
1 Hour Ago
re-populated worldmodel prefab (would not re-connect), scale and collider updates
1 Hour Ago
set viewmodel prefab to use bone based animation
1 Hour Ago
Bugfix: AnalyticsV2 - Log and DryRun no longer skip accumulators and uploaders once changed As an extra, it got rid of a bunch of inheritance code Tests: ran unit tests and logged analytics in editor
1 Hour Ago
Fix shooting/reloading cannons under water
1 Hour Ago
Add playerboat.sink
1 Hour Ago
Fix bug that capped the amount of cameras you can add to a computer station at 256 characters of the combined identifiers, caused by the default max length when reading the joined bookmark string on the client. Bumped it to 1024 which should be more than enough for most situations.
1 Hour Ago
fix deploy guide"built-in render texture type not found" error
2 Hours Ago
Merge: from main
2 Hours Ago
naval_update -> pt_boat_2
2 Hours Ago
merge from ferry_cameras
2 Hours Ago
Assigned names to the 4 static cctv cameras at ferry terminal, they actually work now. S2P FERRYDOCK, FERRYUTILITIES, FERRYPARKING, FERRYLOGISTICS
2 Hours Ago
Lerp when not using sights based on a fixed sensitivity value
2 Hours Ago
added hazmat worldmodel, set up prefab and linked to item.
2 Hours Ago
set up viewmodel prefab with updated model, re-populated animator and updated anim names
3 Hours Ago
Client Prediction V2: Calculate a common time frame reference to send as a time key Hold a list of 20 previous predicted states on the client On receving a new server state: check your list Reconcille if needed
3 Hours Ago
More debugging ConVars
3 Hours Ago
put the ocean back into the cargo test scene (ocean topology)
3 Hours Ago
merge from anisotropic_fallback
3 Hours Ago
RPG7 - Fixed ammo position in world model prefab
3 Hours Ago
Update: UsePlayerTasks - ensure SendEntitySnapshotsWithChildren_AsyncState have equally sized batches Previously we counter players for batch limit (skipping it's hierarchy), but that could lead to lopsided unequal tasks Tests: couldn't test this one, but it's similar code to other places so should be gud
3 Hours Ago
merge from naval_update/deep_sea
3 Hours Ago
Dont call kill on dead or destroyed players
3 Hours Ago
Better logs from deep sea commands
4 Hours Ago
Added component to show loaded ammo in dropped RPG
4 Hours Ago
Swap over TIme.time to Epoch.Current so we can have consistent time values on the client + server
4 Hours Ago
Fixed client portal weather lerping
4 Hours Ago
Make sure to network the deep sea Open flag to clients
4 Hours Ago
Optim: UseOcclusionV2 - ServerOcclusion caches unoccluded connections - removed couple redundant if checks This allows us to completelly skip faster-but-still-slow ShouldNetworkTo that have internal hash lookups in SendNetworkPositions - hoping it'll speed it up 50% Tests: ran in and out of occlusion on Craggy. disconnected to validate sleeper, then killed sleeper and reconnected - all works
4 Hours Ago
Fixed the deep sea portal bounds not being initialized when spawned, causing them to never teleport players ffs
4 Hours Ago
Added a shader for rendering the movement of paintball pellets inside a hopper
4 Hours Ago
Raised height of weapons vendor due to legs clipping (supplies barge)
5 Hours Ago
merge from fc_shorevector_fixes
5 Hours Ago
painted ocean topology onto shared FC terrain and rebaked shore vectors
5 Hours Ago
handling null/empty heightslope and waterheight data in baked data properly (was trying to blit empty arrays)
5 Hours Ago
Fix anchor visual state on entering network range or loading in.
5 Hours Ago
merge from naval_update
5 Hours Ago
Added tropical4 to the deep sea islands
5 Hours Ago
merge from naval_update/island_scenes
5 Hours Ago
Fix anchor not anchoring