130,466 Commits over 4,232 Days - 1.28cph!

11 Days Ago
Rpg7 viewmodel - Reduced ironsight curve to re-frame ADS and take up same screen space in ADS as base RPG - Includes base projectile update script with crosshair options - Set crosshair to be visible when in ADS
11 Days Ago
Merge from parent
11 Days Ago
Updating paintball block out rig
11 Days Ago
CullingVolume will no longer make a box collider if it already has a collider and that collider is marked as a trigger (allowing non box shapes to be used)
11 Days Ago
Merge from fog_fixes
11 Days Ago
Fixed some awkward interactions with the underground layer controller and deep sea toggle
11 Days Ago
Refactored fog of war into two separate sets of fog - mainland and deep sea This solves the hardcore mode and deep sea not coexisting as they both tried to write into the same fog images Re-enabled opening the map in hardcore/deep sea Added new server.deepseafogofwar convar, defaults to true on all game modes
11 Days Ago
merge from fix_portal_clamping -> naval_update
11 Days Ago
Fixed deep sea fog not working on death screen correctly Fixed fog not calculating while in deep sea until the player opens the map at least once Possibly fixed fog revealing a couple of pixels on the other side of the world
11 Days Ago
initial potentially better implementation of screen-space/contact shadows, doesn't work yet
11 Days Ago
Handle FoliageSpawns recreating in deepsea Don't stomp activeTerrains when recreating foliage buffers Fix incorrect terrain size in tropical3 prefab
11 Days Ago
Clamp position to the output portal when teleporting to and from the deep sea - primarily fixes running enterdeepsea causing you to teleported to middle of deep sea because it didn't clamp the distance from portal
11 Days Ago
Merge from parent
11 Days Ago
System uses burst cloth instead of unity physics Set up generic circle charm with burst cloth
11 Days Ago
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11 Days Ago
Baseline from hackweek prototype
11 Days Ago
Merge from map_work
11 Days Ago
Merge from small_ramp
12 Days Ago
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12 Days Ago
merge from optimize_reduce_dynamic_occlusion -> main
12 Days 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
12 Days Ago
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12 Days Ago
Paintball Gun - updated blockout mesh after animation feedback
12 Days Ago
Null check playable graph when setting animator controller
12 Days Ago
merge from playable_fixes
12 Days Ago
Add HideZeroWeightEdges toggle to playable graph tooling to make it easier to inspect bloated 100+ node graphs.
12 Days Ago
Merge from boat_building
12 Days Ago
Merge from health_rework
12 Days Ago
Fixes
12 Days Ago
scientist_boat_fixes_3 -> naval_update
12 Days Ago
Drop rhib group spawn count from 12 to 7: 15 less scientist rhibs will spawn as a result.
12 Days Ago
12 Days Ago
Projectiles
12 Days Ago
scientist_boat_fixes_3 -> naval_update
12 Days Ago
Add support for different crosshair modes on projectile weapons. Always show, or only show under conditions: - Standard - ^ + when aiming - ^ + when reloading - Always
12 Days Ago
merge from buoyancy_deepunderwater_fix
12 Days Ago
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
12 Days Ago
Fix playable graph IK issues
12 Days Ago
scientist_boat_fixes_3 -> naval_update
12 Days Ago
Retain group id between saves
12 Days Ago
fixed clip check
12 Days Ago
Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
12 Days Ago
added physic impact sounds for the PT boat
12 Days Ago
scientist_boat_fixes_3 -> naval_update
12 Days Ago
stupid pooling fix
12 Days Ago
Dont save the ghost ship hackable crate. Stops save nre
12 Days Ago
merge from ai_vehicle_clipping_check_optim
12 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
12 Days Ago
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