130,232 Commits over 4,201 Days - 1.29cph!

8 Days Ago
scientist_boat_fixes_3 -> naval_update
8 Days Ago
Add support for different crosshair modes on projectile weapons. Always show, or only show under conditions: - Standard - ^ + when aiming - ^ + when reloading - Always
8 Days Ago
merge from buoyancy_deepunderwater_fix
8 Days Ago
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
8 Days Ago
Fix playable graph IK issues
8 Days Ago
scientist_boat_fixes_3 -> naval_update
8 Days Ago
Retain group id between saves
8 Days Ago
fixed clip check
8 Days Ago
Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
8 Days Ago
added physic impact sounds for the PT boat
8 Days Ago
scientist_boat_fixes_3 -> naval_update
8 Days Ago
stupid pooling fix
8 Days Ago
Dont save the ghost ship hackable crate. Stops save nre
8 Days Ago
merge from ai_vehicle_clipping_check_optim
8 Days 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
8 Days Ago
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8 Days Ago
merge from naval_update/deep_sea
8 Days Ago
Applied prefabs. Dummy coord fixes.
8 Days Ago
Re-route setting animator states to playable animation controller
8 Days Ago
scientist_boat_fixes_3 -> naval_update
8 Days Ago
Compile fix
8 Days Ago
scientist_boat_fixes_3 -> naval_update
8 Days Ago
Fix margin check in wander state
8 Days Ago
Support boat debug ddraw convars on server
8 Days Ago
PlayerBoat.CalculateHealth() now takes the value of each block's actual health, not their defined ContributingHealth
8 Days Ago
BoatBuildingBlock takes it's MaxHealth from the ContributingHealth, not the construction grade. Blocks now show correct initial health values in edit mode.
8 Days Ago
Disabled deep sea portals debug by default
8 Days Ago
Give a whole second before spawning scientists
8 Days Ago
merge from naval_update
8 Days Ago
merge from industrial_pipe_batching -> main
8 Days Ago
merge from npc_PlayerSyncCycle_optim
8 Days 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
8 Days Ago
▍▋▆'▉ ▋▍▍ ▊▄▆▍▉▆▍▊▊▆▉▋▇▉▊▌▄▅▄ ▍▄▍ ▇▇█▅▊▅▄ ▉▅█▉, ▅▋▆▋ ▊▉▅▉ ▅ ▊▉▆█ ▍▊▆▌▆█ ▊▄ ▍▊▋▍ ▉▇ ▊▌▉▅▄▅▆▅▌█▄█▉.▌█▌▇▋▄▍▆▍▌▆▇▊▋▉ ▆▄ ▉▌▅▅▉ ▊▉ ██▅▆▋▋▌ ▋▋▍▌ ▊▄▇▍ ▌▉▅'▊ ▄▇▌█ █▊▍ ▋▍ - ▆▇ ▇▆▋▆▌ ▇▌▋█▆▍▉ ▉▋▍▍▅▋▉▄▉ ▄▍ ▊▆▉ ▄▋▊▌▄▍▉ █▊▉▌▌█▊ ▍▌ ▊█▄▌▇▊▉, ▋▋▄ ▇▅'▋ ▆▇▄▍▆▆▅▅▊▅▍▍ ▄▅▇▄▇ ▆▍ ▄▋▇ ▉▊ █▆▇
8 Days Ago
merge from main -> industrial_pipe_batching
8 Days Ago
merge from optimize_reduce_dynamic_occlusion -> main
8 Days Ago
merge from naval_update/deep_sea/billboards
8 Days Ago
Dont try and set navigator, we dont have one
8 Days Ago
Floor.triangle health 100->25 Floor health 200->50 hull square health 200->75 hull triangle health 100->25 wall.doorway health 200->50 wall.low.barrier health 100->25 wall.low.cannon health 100->25 wall.low health 100->25 wall.window 200->50 wall health 200->50
8 Days Ago
Compile fixes
8 Days Ago
Disable AI brains on the boats provided we dont have a target. Will reduce NPCPlayer::ServerThink_Internal calls
8 Days Ago
engine and storage audio files imported
8 Days Ago
PT boat engine sounds imported and implemented and storage imported
8 Days Ago
naval_update -> scientist_boat_fixes_3
8 Days Ago
Fixed smoke grenade scale and food vendor arm clipping (playtest feedback). Some more material reduction on floating walkway kit pieces
8 Days Ago
Mark ladder as static when parented to building block
8 Days Ago
bug fixes and seagulls added
8 Days Ago
Added billboards for the deep sea islands that can be seen from the mainland Fixed mainland portal position when in the deep sea
8 Days Ago
Material reduction and optimisation in some floating walkway kit pieces
8 Days Ago
Added repair bench to playground.player for easier skin testing
8 Days Ago
Candle Hat repose