134,323 Commits over 4,262 Days - 1.31cph!

2 Months Ago
Revert cargo global network group to Default (from MainIsland)
2 Months Ago
Add AlignLocalPlayerTurretRotation to force the local players player model to conform to the same rotation lock as replicated players/ai
2 Months Ago
Codegen
2 Months Ago
Add Hand IK targets (disable when reloading) Fix front turret flapping around Fix front turret being able to clip into the floor of the boat Move player slightly further away from rear turret
2 Months Ago
primitive large lootbag halloween loot update
2 Months Ago
Disable MarkAttackerHostile on 20 static entitites found in floating cities
2 Months Ago
Fix hips staying locked when moving the turrets up and down
2 Months Ago
naval_update -> pt_boat_2
2 Months Ago
paintball_hopper uv tests
2 Months Ago
Merge from main
2 Months Ago
Paintball Gun - Blockout mesh and materials
2 Months Ago
Added a null check for shared materials when preloading textures for hotbar items to prevent NREs when a mesh renderer has a null material
2 Months Ago
Added generic terrain to FC4 Added baked shore vectors Move the boat vendor on the pier Setup an HLOD for the scene
2 Months Ago
Improved shore vectors on FC1,2,3 Removed access to casino top floor from barge in FC2 Updated HLODs on FC2,3
2 Months Ago
Merge from main
2 Months Ago
Merge from island_scenes
2 Months Ago
Add compass marker for leaving the deep sea
2 Months Ago
Fixed beach chair on tropical island 1 pickupable
2 Months Ago
Add images for the other tropical islands
2 Months Ago
Merge from parent
2 Months Ago
Merge from floating_cities
2 Months Ago
Don't allow players to interact with growable plants in the floating city if they haven't purchased access to the farm
2 Months Ago
Fixed negative box collider size on casino barge culling volumes Added new floating city map marker S2P FC 1,2,3
2 Months Ago
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
2 Months Ago
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
2 Months Ago
Merge from parent
2 Months Ago
Merge from project_hammer
2 Months Ago
Merge from main
2 Months Ago
RPG fx WIP.
2 Months Ago
Muzzle position fix
2 Months Ago
Cleanup
2 Months Ago
Viewmodel render fix.
2 Months Ago
Viewmodel FX updates.
2 Months Ago
Chainsaw FX.
2 Months 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.
2 Months Ago
scientist_boat_ai -> naval_update
2 Months Ago
Dont kill rest of the scientists when the driver dies (not intentional)
2 Months Ago
scientist_boat_ai -> naval_update
2 Months Ago
Only allow killing scientists to happen once Call die on scientists so the loot bags spawn
2 Months Ago
Fix logic bug in pursue player that could possibly cause recursive behaviour (Active target check was flipped)
2 Months Ago
naval_update -> scientist_boat_ai
2 Months Ago
pt_boat_2 -> naval_update
2 Months Ago
Compile errors
2 Months Ago
merge from deep_sea_repel -> naval_update
2 Months Ago
Fix NRE when checking if vehicle is near portal and needs repel force but portal / deep sea entity hasn't been spawned yet
2 Months 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
2 Months 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
2 Months Ago
Fix playerboat.SetSailsOpen not working because of auth and wrong player position
2 Months 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