161,012 Commits over 4,566 Days - 1.47cph!

9 Months Ago
Reimplement parenting logic
9 Months Ago
merge anim fix to main
9 Months Ago
main -> mountplayersync_ai_bypass
9 Months Ago
add "Affect Occlusion" toggle to detail blend layer, makes blend layer interact with base layer occlusion (lerps it white with the blend weight)
9 Months Ago
Fix edge case with playable graphs already being setup when spawning a player model, immediately set isPlayableSetup rather than next frame.
9 Months Ago
Update: OcclusionGroupTests now check if 2nd player in a test only references itself in the group Tests: ran unit tests
9 Months Ago
Salvaged cleaver animation blend adjustments
9 Months Ago
Added gibs for stone component box
9 Months Ago
Clean: extract a bit of code to handle initialization Tests: ran all unit tests
9 Months Ago
Merge from naval_update
9 Months Ago
Merge from main
9 Months Ago
- Don't process which missions are available for a player if they have an active mission, or if they are talking to an NPC to complete a mission - Request a missions update if the deep sea opens/closes whilst our map is open, not only when the deep sea opens - Other minor fixes
9 Months Ago
Update: rewrite OcclusiongGroups logic to be simpler - updated unit tests with new expectations Each player now has their own occlusion group that they modify as they navigate network grid. OcclusionGroups are driven by network subscription logic. Got couple TODOs and couple unit tests to add, then done Tests: ran unit tests, all passed
9 Months Ago
S2P islands for ai zones
9 Months Ago
Day extension for march.
9 Months Ago
Revert TOD change for branch placement.
9 Months Ago
Shifted some curves around to make the new TOD cycle 80 minutes instead of 60. Night time stays at approximately the same 10.
9 Months Ago
junkpile_ladder_clip_fix -> main
9 Months Ago
junkpile_ladder_clip_fix -> main
9 Months Ago
merge from main
9 Months Ago
merge from automatedtesting
9 Months Ago
merge from main
9 Months Ago
merge from main
9 Months Ago
Updating last of the gesture anims to v4 rig
10 Months Ago
Easel placement setups for scrap and lightup frames
10 Months Ago
Remove sockets from XL and XXL for easel, comically large and unbalanced
10 Months Ago
stone, wood panel title and description updated
10 Months Ago
scrap box panel title and description updated, ran manifest, loca and icon manifest
10 Months Ago
food, meds, metal box panel title and description updated
10 Months Ago
armor box, comps box, explosive box panel title and description updated
10 Months Ago
added viewmodelAspectOffset component to the viewmodel paintallgun.prefab, set -0.0057 in X and 0.055 in Z
10 Months Ago
updated icons for ammo, comps, stone boxes
10 Months Ago
ore box naming fix
10 Months Ago
ammo box naming fix part 2
10 Months Ago
ammo box naming fix part 1
10 Months Ago
ptboat_turret_safezone -> main
10 Months Ago
Don't allow AI or players to shoot mounted weapons when in safe zones
10 Months Ago
meds box ran manifest, localization and icon manifest
10 Months Ago
food matrix prefab tweak
10 Months Ago
meds box item, icon, prefabs. matrix models, setup
10 Months Ago
Assign steam item to paintball ammo item definition Add error log before trying to access a potentially null steam item in UIBlueprints::UpdateBlueprints Remove impact effect log spam
10 Months Ago
tryfind_matchiongdeployables_fix -> main
10 Months Ago
Hardening incase traced ent is null (when finding matching deployables)
10 Months Ago
Paintball Gun - hopper shader tests
10 Months Ago
merge from naval_update
10 Months Ago
Prevent crossing if the vehicle has a non whitelisted vehicles parented
10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
boatai_balance_changes -> main
10 Months Ago
changes on crickets ambience values and storm ambience audio volume
10 Months Ago
main -> boatai_balance_changes