129,509 Commits over 4,201 Days - 1.28cph!

Today
Updating 50 cal single rig
Today
Front 50cal animation polish pass
More predictable behaviour. Attempt to prevent it from breaking 20% of the time
Today
Removed extra obsolete LODgroup from mannequin prefabs
Fix menu player being borked - dont need playables there
playables_fixes -> naval_update
Today
Updated Rear Single 50 Cal Model to fix shading error
Today
Fixed broken LODgroup references in mannequin prefabs due to hierarchy change
playables_fixes -> naval_update
Fix hold poses being screwed
Dont setup the playable graph for ragdolls. Stops an NRE when getting near a ragdolled player or killing one
Today
Updated Flashlight Remake Folders to Follow Other Remake Folder Structures
Today
merge from Halloween_25_Update
Today
Possible MapView NRE fix
Today
sequential commit on paintball_gun rename
Today
added underscores to spaces in paintball_gun work files
Beenie hat repose
Today
Test run the manifest with my latest improvements, commit manifest file and changed .meta files This removed incorrect entity labels on 404 entities
Today
Test run the entity label cleaner, removed leftover entity labels from 47 prefabs that are no longer entities
Today
Also include cleaning leftover GlobalBroadcast labels in the tool
Today
merge from boat_building
Today
Merge from parent
Today
Fixed player placed markers not working in the deep sea The HUD compass will now no longer show a marker if it isn't the same zone as the player (ei. deep sea/mainland) This is applied across all markers - death, mission, team mates, etc
Today
Merge from parent
Today
Merge from fog_fixes
Today
If the player isn't in the deep sea and they swap to it on the map, focus on the exit portal as that's most likely to have some revealed space
Today
Fix NRE when spawning deep sea with no cities
Today
Switch fog of war drawing to main thread, seems to resolve loading issues Don't allow fog updates until we've received the current state from the server
Yesterday
merge from naval_update/deep_sea
Yesterday
merge from deep_sea/billboards
Yesterday
Reduced main island billboard default scale, tweaked fog
Yesterday
Added a billboard for the main island when you're in the deep sea
Yesterday
scientist_boats_gameplay_2 -> naval_update
Yesterday
Dont turn the leg animators on for NPCs - its glitchy right now
Yesterday
Add PT loot spawning
Yesterday
merge from naval_update
Yesterday
Do RHIB/PT Boat loot spawning from static spawn methods instead
Yesterday
Yesterday
scientist_boats_gameplay_2 -> naval_update
Yesterday
Compile fixes
Yesterday
Fixed somne bugs with scientist boat oil rig manager
Yesterday
Mark TC as static
Yesterday
A group of scientist boats will now spawn at large oil rig: - On puzzle reset we will check how many are at oil rig and ensure we are <= 3 - If not captured these boats will be deleted on save/load - Will stay around oil rig in a 100 meter radius
Yesterday
Tweaked deep sea fog
Yesterday
Prevent open and close commands when the deep sea is busy (opening or closing)
Yesterday
Fix negative displacements being clipped Scale vector by radius after sample Clamp to avoid any extremes Falloff by distance from centre of mesh and scale of mesh Displace only when vector does not cross centre of mesh
Yesterday
Don't parent the exit portal, to keep it consistent with entrance portal
Yesterday
merge from cannon_animation_fixes
Yesterday
Setup playable graphs in on enable, fixes broken initial states and no longer crashes.
Yesterday
Set additional entities as static so industrial adapters & codelocks parented are also considered static - furnaces / ovens (exclude BBQ because they open & close) - fridge - lockers - codelocks themselves (was accounting for doors but not the codelocks individually)