138,539 Commits over 4,324 Days - 1.33cph!

Yesterday
Fix throttle hand interactions on RHIB These were working originally but after as many small changes they ended up being forgotten
Yesterday
Merge: from main
Yesterday
Update: client now hovers last spectated player's position in third-person mode when spectated player disconnects/gets nuked Tests: spectated player that disconnected - started orbiting. spectated as only player on server - orbiting original position (as before)
Yesterday
freshwater_fix
Yesterday
Revert to a better cs: #144447
Yesterday
added ddraw to playerboat.lookatdragbyangle command
Yesterday
freshwater_fix -> main
Yesterday
Revert proc map to #142609
Yesterday
Update: when spectated player disconnects, stay spectating above their player Don't like how the logic is tied to the player/sleeper, need to improve on the clientside Tests: spectated player, then that player disconnected - stayed in an area
Yesterday
merge from collider_cleanup_feb_26
Yesterday
Fix GroundWatch not working for large battery, splitter, volcano fireworks (recent regressions) and fishtrap (old issue) New deployable test for the root cause, there has to be at least one collider on a layer visible to GroundWatch, otherwise it never gets notified
Yesterday
server_browser_obfuscation_fix -> main
Yesterday
Dont obfuscate ping assmembly
Yesterday
Ordering changes
Yesterday
merge from deepsea_fixes
Yesterday
Set deep sea buoy flares LOD to dynamic so their distances are respected (LODGrid stops refreshing statics after >500m) Fixed DistanceFlareLOD not refreshing on enable/disable, and fixed the broken fading
Yesterday
merge from junkpile_water_clip_fix
Yesterday
realmed removed rigidbody component from junkpile_water_(a/b/c) prefabs
Yesterday
merge from main
Yesterday
merge from main
Yesterday
ammo box - fix lod assignment in art prefab, disabled shadows for lod3
Yesterday
wood box - unlinking prefab as variant of original box prefab
Yesterday
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Yesterday
comps box gibs and corpse
Yesterday
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Yesterday
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Yesterday
merge from main
Yesterday
Automated find prefabs with standard shader and disable object motion vectors. Add command to print meshrenderers with motion vectors on in scene.
Yesterday
Merge from baked_mesh_optim
Yesterday
Apply proper bounds, fixes terrain rendering
Yesterday
Merge from main
Yesterday
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Yesterday
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Yesterday
main -> sendmodelstate_optim
Yesterday
playerboat_deployable_snapping -> main
Yesterday
Dont use root - was grabbing the boats rotation
Yesterday
Snapping now works as well on boats as it does on land. Boat snapping has slight spacing between it when compared to land spacing, this is to accomodate the up and down motion of the waves
Yesterday
Merge from main
Yesterday
- TerrainHoles support - Add compute blit when using R16 format - Only create R16 map when enabled - Change low res heightmap to use full uint16 range - Initialise groupthread min and max at texture bounds to fix border values
Yesterday
Revert to version of NMS scene from 140572 (with broken rock references) Reapply no respawn zone Fixes NMS not spawning
Yesterday
Project y directions rather than assuming y = 0
Yesterday
Merge from static_bbs
Yesterday
S2P islands
Yesterday
Reduced magnet force Only apply magnet force on one boat at a time, the closest
Yesterday
Turn other instances of Vector3.up into ent up
Yesterday
Static boat stations won't pull in anchored boats
Yesterday
Merge from main
Yesterday
Very basics to setup deployable snapping on player boats. Still hard to do anything in large waves
Yesterday
Prefix the frame count in all midi debug messages
Yesterday
Added midiconvar.bufferProtection, prevents more than one identical midi binding firing in a single frame May help midi bindings/stream decks continue to work after the MIDI changes in Win11 25h2