134,647 Commits over 4,293 Days - 1.31cph!

3 Months Ago
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3 Months Ago
merge from optimize_reduce_dynamic_occlusion -> main
3 Months Ago
Remove the IsEntityDynamic() override in CookingWorkbenchBBQ because that is not the normal BBQ :( - don't worry about normal bbq anyways, it was already static and seemed to work fine with occlusion
3 Months Ago
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3 Months Ago
Paintball Gun - updated blockout mesh after animation feedback
3 Months Ago
Null check playable graph when setting animator controller
3 Months Ago
merge from playable_fixes
3 Months Ago
Add HideZeroWeightEdges toggle to playable graph tooling to make it easier to inspect bloated 100+ node graphs.
3 Months Ago
Merge from boat_building
3 Months Ago
Merge from health_rework
3 Months Ago
Fixes
3 Months Ago
scientist_boat_fixes_3 -> naval_update
3 Months Ago
Drop rhib group spawn count from 12 to 7: 15 less scientist rhibs will spawn as a result.
3 Months Ago
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3 Months Ago
Projectiles
3 Months Ago
scientist_boat_fixes_3 -> naval_update
3 Months Ago
Add support for different crosshair modes on projectile weapons. Always show, or only show under conditions: - Standard - ^ + when aiming - ^ + when reloading - Always
3 Months Ago
merge from buoyancy_deepunderwater_fix
3 Months Ago
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
3 Months Ago
Fix playable graph IK issues
3 Months Ago
scientist_boat_fixes_3 -> naval_update
3 Months Ago
Retain group id between saves
3 Months Ago
fixed clip check
3 Months Ago
Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
3 Months Ago
added physic impact sounds for the PT boat
3 Months Ago
scientist_boat_fixes_3 -> naval_update
3 Months Ago
stupid pooling fix
3 Months Ago
Dont save the ghost ship hackable crate. Stops save nre
3 Months Ago
merge from ai_vehicle_clipping_check_optim
3 Months Ago
account for ClippingAiChecks another level up in BaseVehicle to avoid running an OverlapBox query in cases where we wouldn't run any mounted clipping checks anyway
3 Months Ago
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3 Months Ago
merge from naval_update/deep_sea
3 Months Ago
Applied prefabs. Dummy coord fixes.
3 Months Ago
Re-route setting animator states to playable animation controller
3 Months Ago
scientist_boat_fixes_3 -> naval_update
3 Months Ago
Compile fix
3 Months Ago
scientist_boat_fixes_3 -> naval_update
3 Months Ago
Fix margin check in wander state
3 Months Ago
Support boat debug ddraw convars on server
3 Months Ago
PlayerBoat.CalculateHealth() now takes the value of each block's actual health, not their defined ContributingHealth
3 Months Ago
BoatBuildingBlock takes it's MaxHealth from the ContributingHealth, not the construction grade. Blocks now show correct initial health values in edit mode.
3 Months Ago
Disabled deep sea portals debug by default
3 Months Ago
Give a whole second before spawning scientists
3 Months Ago
merge from naval_update
3 Months Ago
merge from industrial_pipe_batching -> main
3 Months Ago
merge from npc_PlayerSyncCycle_optim
3 Months Ago
Disable cpu batching on industrial pipes since the pipes randomly had incorrect rotations and there is a non-neglibable VRAM cost to keeping a duplicate of every industrial pipe mesh, can explore later
3 Months Ago
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3 Months Ago
merge from main -> industrial_pipe_batching
3 Months Ago
merge from optimize_reduce_dynamic_occlusion -> main