160,214 Commits over 4,566 Days - 1.46cph!

Yesterday
update from main
Yesterday
Cleaner way for the client to grab lod ring on its side
Yesterday
Yesterday
Stage 1 of broken lighthouse lamp (WIP). Removed lighthouse lamp from main monument exterior prefab/FBX.
Yesterday
added icon
Yesterday
blueprint book world model, lods. .worldmodel and .item setup needs tweaking
Yesterday
scrap king; - resolve collision import - ColliderInfo added to overhangs - Grade collider for frames set to metal col
Yesterday
merge from seagull_update -> bird_critters
Yesterday
merge from bird_flocks -> bird_critters (combining both flocks and individual birds on this branch)
Yesterday
Workshop Camera Position - Simplified the previous script, now its only two vector3 fields that control the actual position and rotation of the camera independently from the asset. Zero equals previous default framing. Added a script to capture current camera position, making it easier to set the camera per skinnable
Yesterday
set to highest network range, so you can see them up in the sky far away (culling still mitigates most of the client cost dw)
Yesterday
add LOD support for the flocks, with a "far mesh" coming in at a certain distance (600m), and with culling as well
Yesterday
add populations - set to approx 4 of each type (crows, seagulls) in a 3k map - low pop set bc they can't be shot down, and will roam long distances, everyone should see one eventually
Yesterday
switch flock interest from prefab+component to event+manager (with priority) system
Yesterday
Update: new fleck with client websocket support - release bins from 7093f4c9 Tests: ran auto tests
Yesterday
Don't allow rotation or flip when a deployable is on the stairs, to avoid accidental destroys Its using the shelves pickup volume stuff
Yesterday
Scrap king building skin enabled in standalone
Yesterday
merge from livestock_petting
Yesterday
Remove the animal turning towards the player when petted, can get you stuck since they have colliders now
Yesterday
merge from first_join_default_skins_fix
Yesterday
Fixed the rock and torch you spawn with always being the default skin (instead of your selected one) the first time you joined a server in a wipe
Yesterday
Enabled fade to depth on the Ice AK particles
Yesterday
merge from fsm_optim
Yesterday
Minor code cleanup
Yesterday
Workshop Camera Position - Replaced zoom and rotation offset values for new vector3 position and rotation values, allowing to focus the camera in the object without it always pointing at the playermodel's center. Fixed all dependencies that called the old values.
Yesterday
Merge from render_pipeline_testing
Yesterday
Added a fix for soft particles and billboard view model particles in RRP
Yesterday
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Yesterday
Cleanup, fixes, tests
Yesterday
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Yesterday
Taper river terrain with smooth slopes when monument terrain blend would otherwise dig terrain out
Yesterday
merge from updaterequired_improvements
Yesterday
merge from main
Yesterday
Tweaked wording
Yesterday
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Yesterday
L and U stairs rotatable after placement
Yesterday
Add state deleting + better state add popup
Yesterday
Merge from weaponrack_posing_optim. Flatter hierachies, less parent switching, less gameobjects. Misc fixes
Yesterday
meta file
Yesterday
merge from scrap_king_buildingskin_dlc
Yesterday
Fixed rotation and flip checks not taking final rotation into account Fixed flip resetting the 10min window Demolish option now says You need building privilege when trying to demolish a block in a building with no TC
Yesterday
Fixed skull trophies invisible in the skin viewer
Rin
Yesterday
Improved DPV radial menu. Now shows Mount, Fuel, Pickup Condition isn't removed when picked up Doubled acceleration speed Reduced fuel per second 0.15 > 0.08 Reduced idle fuel per second
Yesterday
merge from main
Yesterday
merge from main
Yesterday
fixed camera anims not working
Yesterday
Fixed demolish option showing Building blocked when you can still build Now shows a toast like the other option when selected when disabled
Yesterday
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Yesterday
Merge from main
Yesterday
Recreating the render pipeline on a graphics device reset to prevent issues with render textures being uninitilized when loading RenderDoc