129,109 Commits over 4,201 Days - 1.28cph!

39 Minutes Ago
Merge from main
43 Minutes Ago
Merge from island_scenes
45 Minutes Ago
Add compass marker for leaving the deep sea
57 Minutes Ago
Fixed beach chair on tropical island 1 pickupable
1 Hour Ago
Add images for the other tropical islands
1 Hour Ago
Merge from parent
1 Hour Ago
Merge from floating_cities
1 Hour Ago
Don't allow players to interact with growable plants in the floating city if they haven't purchased access to the farm
3 Hours Ago
Fixed negative box collider size on casino barge culling volumes Added new floating city map marker S2P FC 1,2,3
3 Hours 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
5 Hours 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
6 Hours Ago
Merge from parent
Today
Merge from project_hammer
Today
Merge from main
Yesterday
RPG fx WIP.
Yesterday
Muzzle position fix
Yesterday
Cleanup
Yesterday
Viewmodel render fix.
Yesterday
Viewmodel FX updates.
Yesterday
Chainsaw FX.
Yesterday
- 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.
Yesterday
scientist_boat_ai -> naval_update
Yesterday
Dont kill rest of the scientists when the driver dies (not intentional)
Yesterday
scientist_boat_ai -> naval_update
Yesterday
Only allow killing scientists to happen once Call die on scientists so the loot bags spawn
Yesterday
Fix logic bug in pursue player that could possibly cause recursive behaviour (Active target check was flipped)
Yesterday
naval_update -> scientist_boat_ai
Yesterday
pt_boat_2 -> naval_update
Yesterday
Compile errors
2 Days Ago
merge from deep_sea_repel -> naval_update
2 Days 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 Days 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
3 Days 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 Days Ago
Fix playerboat.SetSailsOpen not working because of auth and wrong player position
2 Days 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
2 Days Ago
Add repel force for vehicles that aren't allowed to teleport before they reach the entrance & exit portal - split old repel code into separate method - check both portal distance and normal ValidBounds distance on the main island - only check portal distance in deep sea
2 Days Ago
Split into `CanTeleportToDeepSea()` and `CanTeleportToMainIsland()` incase we need that functionality later, both call the same "can this entity teleport" method for now
2 Days Ago
Added hackable crate to ghost ships When the deep sea opens, we spawn one single hackable crate in a random ghost ship Added deepsea.hackablecrates_count, default to 1
2 Days Ago
Bugfix: AnalyticsV2 - don't miss client-only initialization during bootstrap flow Tests: monitored client bootstrap analytics
2 Days Ago
Codegen Manifest
2 Days Ago
fix world model outline not showing on loaded rpg ammo (for dropped item) - added a check before showing world outlines for if the transfom is active in hierarchy, if not, no outline
2 Days Ago
merge from cannon_water_fixes
2 Days Ago
FIx cannon water factor override only existing on clients
2 Days Ago
Floating city 1 2 3 scene2prefab
2 Days Ago
Fix floating point overlow in mip level calculation
2 Days Ago
merge from naval_update/deep_sea
2 Days Ago
Added renderer for the sea floor in the deep sea, moving it from Y -100 to -50 to match the terrain margin height Removed the bottom radiation volume
2 Days Ago
Revamped the culling volume setup for the casino interior to improve performance / casino interior will only render when entering through the elevator Added fake curtains to block off the interior when peeking from outside Various other tweaks and fixes
3 Days Ago
re-populated entity prefab (would not re-connect), added rotational offsets to match existing position, will most likely conflict when merging with player update entity