132,936 Commits over 4,232 Days - 1.31cph!

Yesterday
Fixed the bug with changing renderscale/dlss with Volumetric clouds set to Ultra that would blit the wrong texture to the screen
Yesterday
enabled decal layers [all] on mboat materials
Yesterday
Fixed broken shadows on improvised_walkway_roof_tarp_300x600_a
Yesterday
Fixed the render texture memory leak in the Icon Render scene
Yesterday
LODs and gibs for artist canvas L, XL, XXL + prefab setup
Yesterday
updated vm and 3p lr300 space gun anims
Yesterday
Added incen rockets to fixcars 3 Added a help field to the fixcars
Yesterday
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Yesterday
Flare weapon refresh animation polish
Yesterday
naval_update -> main - Staging wipe, Course locked, no piviting now
Yesterday
Merge: from navmeshsurface_optim - Optim: Ghostships now use a static, detached navmesh, saving us on navmesh re-integration every physics step - New scientists adapted to work with detached navmesh - In C+S editor, we now automatically exclude client-scene entities from dynamic navmesh gen Tests: spawned all ghost ships, observed scientists patrolling, dogfighting, sprinting
Yesterday
Coconut Underwear Repose
Yesterday
Clean: remove obsolete TODOs Tests: none, trivial change
Yesterday
boat engine t2 Updated t2 techtree
Yesterday
Clean: remove test code that offset the baked navmesh Prepping to merge back Tests: spawned all variations of ghostship, engaged scientists - didn't spot any weirdness
Yesterday
greatly reduce low grade fuel cost for boat building
Yesterday
Merge: from main
Yesterday
HockeyMask repose
Yesterday
Bugfix: LimitedTurnNavAgent - when path following, ensure facing direction is applied in world space Previously it was done in navmesh space, causing scientists to look in the sky during dogfight Tests: observed scientists dogfighting and chasing behaviors - they either looked in direction of run or me
Yesterday
merge from main
Yesterday
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Yesterday
shift DeployAndEditCooldown to the end of the frame, the Busy flag it sets messes with some vehicle initialization behaviour otherwise
Yesterday
Add christmas branding
Yesterday
save++ network++ persistance++
Yesterday
merge from boat_building
Yesterday
Tweak bbs deployable blocking collider
Yesterday
SmallBackpack repose
Yesterday
merge from Cannon_Animation
Yesterday
boat steering anim update
Yesterday
updated cannonball craft, removed duplicate item blueprint comp crafts 2 at once
Yesterday
Update cannon deployed prefab to use the correct viewmodel camera animation and eye position
Yesterday
Merge from parent
Yesterday
More shore material tweaks
Yesterday
fixed floating net, incorrect material assignment to rope_docks on ghost ships
Yesterday
fixed incorrect surface types on adobe frame prefabs
Yesterday
Adjust tropical shore settings
Yesterday
Add tropical underwater visual parameters and blend with shore distance
Yesterday
Fix wrong lighting in underground scenarios by issuing instanced draw calls earlier in frames where reflection are rendered.
Yesterday
Actually apply and respect render layers when instancing
Yesterday
Fixed boat splash fx not turning back on when a camera re-enters range
Yesterday
Added a SnapPositionTo client RPC, will set the client entity to a given position and snap the positionLerp to the end preventing it from extrapolating Applied when moving entities in and out of the deep sea Fixed DeepSeamanager.FindIslandPortalExitPosition failing in craggy because it has no SpawnHandler
Yesterday
Merge from island_scenes
Yesterday
Merge from parent
Yesterday
Fix tropical1 terrain size (fixes foliage assert), and hopefully stop issue from happening again when adjusting prefabs
Yesterday
Added a new unscaled time invoke handler, uses standard invoke API and is accessible on all FacepunchBehaviours (InvokeRepeatingUnscaledTime, CancelInvokeUnscaledTime, etc) CoverageQueryFlare uses realtime invoke handler so that it can work as expected in a paused demo CoverageQueries now updates in unscaled time Fixes spotlights not hiding/showing based on occlusion in paused demos
Yesterday
Redo confetticannon.deployed renderer simplification
Yesterday
Merge from main Stomped launch site and confetticannon.deployed changes from main, will need to redo
Yesterday
Merge from mute_dialog_warning_fix
Yesterday
Merge from heli_fixcars_changes_2
Yesterday
Merge from cargoship_updatemovement_nre_fix