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132,905 Commits over 4,293 Days - 1.29cph!

Yesterday
Raise min height of powerplant radiation puzzle S2P
Yesterday
Cleanup
Yesterday
Updated ghost ship icons
Yesterday
Raise height offset of NMS S2P
Yesterday
Raise height of Launch Site PuzzleReset S2P
Yesterday
Fix removed using statement in PuzzleReset
Yesterday
1p arcade idle anim update
Yesterday
Remove commented test
Yesterday
Yesterday
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Yesterday
Picture Frames - removed glass from standing light up frame, fixed texture metadata
Yesterday
Fixed deep sea entrance marker showing inside the deep sea
Yesterday
Fix collider names on BBS causing warnings after a recent change
Yesterday
ballista_mounting_fix -> main
Yesterday
Fixed mounted ballistas flipping the player view when mounting. This was caused by a change on cannons (to support parented cannons on boats). Now only apply the parenting logic to cannons and not the regular Ballista entity.
Yesterday
merge from naval_update
Yesterday
merge from naval_update/deep_sea
Yesterday
Added a timer to portal map marker to show the time left before the deep sea closes
Yesterday
Updated deep sea portal markers
Yesterday
Tweaked wipe duration and radiations
Yesterday
stand driving pose update
Yesterday
added 60 fps reload anim for 3p paintballgun
Yesterday
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Yesterday
passenger pose update
Yesterday
Merge: from useplayertasks_invisplayers - Bugfix for invisible player in helis/other vehicles with UsePlayerUpdateJobs 2 Tests: 2p on Craggy, flew heli to player outside of network range 5 times - player was visible
Yesterday
Bugfix: UsePlayerUpdateJobs 2 - when player leaves occlusion group, clean up last visibility timestamps - fixed whitespacing after merging messing it up in one of the files This caused negative feedback loop. If EntityQueue doesn't send snapshot during network subscription change (because of OcclusionFrameCache), the ServerOcclusion should send it, but having an expired visibility timestamp meant it didn't send the snapshot (expired == previously visible, so snapshot already sent). Tests: on Craggy with UsePlayerUpdateJobs 2 flew 2 players outside of network range, then made 2nd player fly in a minicopter to the 1st - was visible. Repeated this flight test 5 times - all passed.
Yesterday
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Yesterday
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Yesterday
dpv and workcart upates
Yesterday
Fixed deep sea rad volume not restored after a server restart
Yesterday
Fixed duped collider on deep sea bottom collider
Yesterday
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Yesterday
Add support for different animator override controllers per surface type on wallpaper tool
Yesterday
Merge from main
Yesterday
merge from main to fix gui issue
Yesterday
Fixed some properties in the shader GUI script that were causing errors with the StadardWithTwoDecals shader's materials
Yesterday
merge from main
Yesterday
deleted unity viewmmodel camera anims (no longer needed)
Yesterday
merge from main
Yesterday
Anim update to Krieg shotgun and batteringram
Yesterday
merge from indirect_instancing
Yesterday
Fix deep sea island terrain not rendering properly when Indirect Instancing is enabled by not instancing all MeshTerrains for now.
Yesterday
Fix command count mismatch error spam due to destroyed materials.
Yesterday
merge from indirect_instancing (exception fix)
Yesterday
Fix a typo causing an access conflict between DamageTrackerRegionScanJob and TransformApplyJob
Yesterday
Merge from main
Yesterday
merge from indirect_instancing
Yesterday
Fix object popping caused by orphaned motion list entries in multiple ways: * Remove seq_nums from the motion list just before they are unassigned. This piggy-backs off the existing remove_queue to guarantee container safety when objects are destroyed at inconvienient times. No need for a separate motion_stop_queue. * Store parent entity for every InstancedLODComponent. When objects are returned to the pool they are unparented first, but they still need to know who their parent was so they can properly remove their seq_nums from that entity. Bonus: Fix some NREs when Indirect Instancing is disabled in the editor.
Yesterday
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Yesterday
Fixed sprinklers not applying water to planters on their first tick, would have worked as normal on subsequent ticks Tests now pass