129,095 Commits over 4,201 Days - 1.28cph!

17 Days Ago
Added PT boat 50cal ammo mounts
17 Days Ago
merge from shield_back_fix
17 Days Ago
merge from twitch_background_nre
17 Days Ago
merge from radtown_t0_crates
17 Days Ago
merge from storecheckout_nre_fix
17 Days Ago
Remove `"flammable" "no"` from 2 PHX bombs `"flammable" "no"` did nothing before, but does a thing now, and apparently these props have had them the whole time. Added MainEyePos, MainEyeAngles, use it for properties.lua These 2 functions store main view's position and angle without being affected by any other view or render.RenderView Fixes properties not being usable if render.RenderView is called at all times Fixed render.RenderView affecting FOV for worldclicker Fixed sun glow overlay not rendering in water Minor viewrender changes from CS:GO * Clamp fog lerp, restore position/angles for reflection/refraction views after rendering Minor optimization for DecalTermAtPos Fixed (near?) infinite loops in EnumerateElementsInBox * This was caused by having mins be bigger than maxs, or negative radius for EnumerateElementsInSphere
17 Days Ago
Fixed NRE when checking out the cancer research UK plushie
17 Days Ago
pt_boat_gameplay_pass -> naval_update
17 Days Ago
Fixed PT Boat prefab Cleanup Scientists now spawning on PTBoat
17 Days Ago
Fixed missing text on premium modal
17 Days Ago
Initial work to allow the ai to work on the PT Boat
17 Days Ago
Move the random storage box into the doorway. You now have to interact with the door to open the pt boat storage Manifest (again)
17 Days Ago
gun_turret -> naval_update
17 Days Ago
Manifest
17 Days Ago
- properly embed navmesh saving and loading in SaveRestore flow - use proper override save/load path if set - use debugEx to not extract stackTrace when logging - respect nav_disable convar - fix empty tiles being null after loading from save, no tile should ever be null even if empty, this causes issue when queuing for rebuild at runtime - consolidate redundant code paths into navmesh init, and add tile - skip saving if navmesh was never built
17 Days Ago
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17 Days Ago
big break-everything refactor on shore vectors where all data is wrapped behind ShoreData structs that are switched as required - all queries have to be made positionally or directly on the relevant ShoreData map - most query methods now passthrough to the correct dataset, some are hardcoded to Mainland data for some questionale pre-existing usage - refactored ShoreVectorQueryStructure to use the ShoreData structs and handle switching between them internally in jobs
17 Days Ago
naval_update -> gun_turret
17 Days Ago
disable streaming on construction guide normal maps while active
17 Days Ago
Fix server tree entities being spawned on both the client attached to the deep sea islands and on the server - modify PrefabpreProcess to always remove child entities from client entities because they should always be realm removed whether the component is attached or not?
17 Days Ago
adding small ramp rig
17 Days Ago
updated rpg skin prefabs/anims and dragon launcher prefabs reserialized
17 Days Ago
radtown t0 crate normal fix
17 Days Ago
Updating 50 cal fbxs with new bones
17 Days Ago
Cleaned up earlier test. Now takes a list of scene items that can be batch rendered. Added "Batch Render Scene Items" context menu. Removed old "test" methods and context menus.
17 Days Ago
Reapply oilrig monument changes for mission
17 Days Ago
Update: Add FallbackUploader - uses primary uploader if enabled, otherwise uses fallback - Added a test that checks it - DryRun is now a per-accumulator settings instead of a global overwrite - lets each uplaoder decide how to act Allows us to setup flexible chains(extra loggers, backups, etc), and more importantly we can emulate current analytics flow Tests: ran unit tests
17 Days Ago
Merge from naval_update
17 Days Ago
floating city 4 update
17 Days Ago
split client/server calls to write baked data
17 Days Ago
fix rotation being inverted
17 Days Ago
Potential fix for ais getting stuck when the last point of their path lies on a boundary edge, and the last edge is perpendicular to it
17 Days Ago
actually finally fix the scaling, missing element was comparing relative shore distance sizes inclusive of dimension and world bounds
17 Days Ago
prison barge - tweaks to culled groups
17 Days Ago
Update: Move accumulators into uploaders - AnalyticsTests.TestUploade has logging enabled permanently to help validate things It was a blocker to implement uploader chains (which I discovered we need for server, but should be quick) Tests: ran unit tests
17 Days Ago
50cal single reload, idle and fire block out animation content
17 Days Ago
Casino barge dressing progress Culling volume first pass
17 Days Ago
UI_StoreGeneralTab.OnOpened NRE fix attempt
17 Days Ago
corrected blit so it scales and rotates properly
17 Days Ago
missing file
17 Days Ago
Clean: rename AnalyticsUploader -> AnalyticsManager Disambiguates from the internal IUploader Tests: compiles in editor
17 Days Ago
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17 Days Ago
Fixed workshop tab background disappearing when pressing escape while in the workshop scene
17 Days Ago
WIP submit of floating city variant 3
17 Days Ago
tweaks to mannequin draw distances via lodgroup
17 Days Ago
Added a loading on the steam inv crate buttons for when you open the menu before it finished warming up Tweaked the budget
17 Days Ago
draw distance tweaks to legs and barges, was displaying baked lod a little early layer change on barge ground surfaces >world
17 Days Ago
Bugfix: apply separator in json-lists aggregation correctly Tests: used accumulator logging to see what is being fed
17 Days Ago
setup culling volumes for oilrig legs tops props and bottom floating debris