130,541 Commits over 4,232 Days - 1.29cph!

19 Days Ago
Reset some CodeGen to their state on /main
19 Days Ago
merge from fix_deep_sea_network_layer -> naval_update
19 Days Ago
CodeGen
19 Days Ago
Fixed front turret only reloading the left 50 cal
19 Days Ago
Rebase on /main
19 Days Ago
Fix SV_ReloadStart error on rear turret
19 Days Ago
Another manifest Finally working with some clean prefabs
19 Days Ago
bug fixes, cleaned up scene folders
19 Days Ago
audio clip properties updates
19 Days Ago
added ADS attack anim for rpg skin viemodel
19 Days Ago
initial WIP directional drag (not balanced and not fast) - take a set of planes offset from hull block bounds at a regular set interval - project min/max bounds extents onto plane and perform a set of raycasts in flow direction and use dot of normal against -flow to scale drag impact and accumulate - drag is saved per-angle and will update for the boat at set intervals by slerping between nearest values to current angle of velocity against forward - considering this as "drag" currently, but may apply this as a force for easier control
19 Days Ago
DLC tab background fading
19 Days Ago
Ton more auth work, including new functionality, improvements, fixes and menu usability tweaks.
19 Days Ago
Setup prefab world model animators Setup animator rigs Fixed bug preventing you from sitting in the front turret More aim position tweaks
19 Days Ago
Optim: UsePlayerTasks - ServerOcclusion uses CustomShouldNetworkTo and CustomShouldSkipServerOcclusion Microoptim - this reduces hashset look ups and moves some checks to be run earlier. Main benefit is lifting more code out of BasePlayer.OcclusionLineOfSight Tests: none, skipping tests for now
19 Days Ago
Fix missing ghostship_d nav bake, add strip navmesh obstacle components to all ships.
19 Days Ago
Splats & sculpts.
19 Days Ago
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19 Days Ago
Rebase on /main
19 Days Ago
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19 Days Ago
Atlases, cleanup
19 Days Ago
Removed ability to repair helicopters that are in flight
19 Days Ago
merge from naval_update
19 Days Ago
Refactor StripBatchingComponents into StripComponents<T>, add StripNavmeshObstacles to fix unstable ghostship navigation.
19 Days Ago
Fix shipping_container_900_b prefabs being ignored when navmesh is built on ghostships, rebuild ghostship_d navmesh
19 Days Ago
19 Days Ago
conditional art models, textures, material and initial prefabs setup
19 Days Ago
unlock test
19 Days Ago
Added sounds and support for an audio cue for when the wheel is centred
19 Days Ago
Realign rear turret again
19 Days Ago
Merge from shadow_cascades_light_leak_fix
19 Days Ago
Merge from main
19 Days Ago
Warhammer store page
19 Days Ago
edited small engine anims as they were too subtle previously
19 Days Ago
Add PlayerBoatPrivilege derived from VehiclePrivilege, overrides looking at engine. Make LookingAtEngine virtual on VehiclePrivilege. Added PlayerBoat.GetParentPlayerBoat as an easy way for an entity to find it's parent boat.
19 Days Ago
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19 Days Ago
Recreate the left,right and single 50 cal entities with the new prefabs Get it hooked up like before
19 Days Ago
Fix NRE in server builds when scientists are talking to each other
19 Days Ago
- Create buffers with correct flags according to `buffer_upload_mode` - Set default buffer upload mode to be "indirect" (1) - Disallow changing `buffer_upload_mode` during gameplay
19 Days Ago
Update: refactor ServerUpdateOcclusionParallel to allow for experimental changes Tests: compiles in editor
19 Days Ago
added boat_construction_plans + boat_construction_plans_diff to differentiate itself from building plans colour more inline with icon
19 Days Ago
backpack unlock
19 Days Ago
Large backpack rarity
19 Days Ago
Play cannon fire fx when shooting the cannon, add effect recycle to cannon fx.
19 Days Ago
naval_update -> pt_boat_2
19 Days Ago
xmas ceilingpaper tweaks
19 Days Ago
Update: add a bunch of optimization TODO notes for UsePlayerUpdateJobs 2 Gathered from inspecting 330p server snapshot from a late-in-the-patch-cycle server. Will clean-up before merge. Tests: none, trivial merge
19 Days Ago
Fix cannonballs hiding the rpg prefab until they were moving rather than their own visuals. wtf