129,267 Commits over 4,201 Days - 1.28cph!

Yesterday
Fix hips staying locked when moving the turrets up and down
Yesterday
naval_update -> pt_boat_2
Yesterday
paintball_hopper uv tests
Yesterday
Merge from main
Yesterday
Paintball Gun - Blockout mesh and materials
Yesterday
Added a null check for shared materials when preloading textures for hotbar items to prevent NREs when a mesh renderer has a null material
Yesterday
Added generic terrain to FC4 Added baked shore vectors Move the boat vendor on the pier Setup an HLOD for the scene
Yesterday
Improved shore vectors on FC1,2,3 Removed access to casino top floor from barge in FC2 Updated HLODs on FC2,3
Yesterday
Merge from main
Yesterday
Merge from island_scenes
Yesterday
Add compass marker for leaving the deep sea
Yesterday
Fixed beach chair on tropical island 1 pickupable
Yesterday
Add images for the other tropical islands
Yesterday
Merge from parent
Yesterday
Merge from floating_cities
Yesterday
Don't allow players to interact with growable plants in the floating city if they haven't purchased access to the farm
Yesterday
Fixed negative box collider size on casino barge culling volumes Added new floating city map marker S2P FC 1,2,3
Yesterday
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
Yesterday
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
Yesterday
Merge from parent
Yesterday
Merge from project_hammer
Yesterday
Merge from main
2 Days Ago
RPG fx WIP.
2 Days Ago
Muzzle position fix
2 Days Ago
Cleanup
2 Days Ago
Viewmodel render fix.
2 Days Ago
Viewmodel FX updates.
3 Days Ago
Chainsaw FX.
3 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.
3 Days Ago
scientist_boat_ai -> naval_update
3 Days Ago
Dont kill rest of the scientists when the driver dies (not intentional)
3 Days Ago
scientist_boat_ai -> naval_update
3 Days Ago
Only allow killing scientists to happen once Call die on scientists so the loot bags spawn
3 Days Ago
Fix logic bug in pursue player that could possibly cause recursive behaviour (Active target check was flipped)
3 Days Ago
naval_update -> scientist_boat_ai
3 Days Ago
pt_boat_2 -> naval_update
3 Days Ago
Compile errors
3 Days Ago
merge from deep_sea_repel -> naval_update
3 Days Ago
Fix NRE when checking if vehicle is near portal and needs repel force but portal / deep sea entity hasn't been spawned yet
3 Days Ago
Add collider to the back of the deep sea portals so it's not possible to get fully through the trigger but not teleported
4 Days Ago
Minor adjustment to SWEP:OnRemove * Should be no functional change, just more consistent when it is called with other SENT types Fix UnStatue bypassing CanProperty serverside
4 Days Ago
Fix playerboat.SetSailsOpen not working because of auth and wrong player position
4 Days Ago
Bugfix: AnalyticsV2 - fix invalid Json aggregation - logs are aggregated again to reduce spam This breaks azure bulk aggregation, but now the code structure is in place to support both Tests: ran unit tests
4 Days Ago
Add repel force for vehicles that aren't allowed to teleport before they reach the entrance & exit portal - split old repel code into separate method - check both portal distance and normal ValidBounds distance on the main island - only check portal distance in deep sea
4 Days Ago
Split into `CanTeleportToDeepSea()` and `CanTeleportToMainIsland()` incase we need that functionality later, both call the same "can this entity teleport" method for now
4 Days Ago
Added hackable crate to ghost ships When the deep sea opens, we spawn one single hackable crate in a random ghost ship Added deepsea.hackablecrates_count, default to 1
4 Days Ago
Bugfix: AnalyticsV2 - don't miss client-only initialization during bootstrap flow Tests: monitored client bootstrap analytics
4 Days Ago
Codegen Manifest
4 Days 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