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130,924 Commits over 4,232 Days - 1.29cph!

6 Minutes Ago
ore box texture pass
7 Minutes Ago
set up lr300 space entity with space gun rig
10 Minutes Ago
Bugfix: Ensure NavAgent properly initialzied when trying to spawn on a detached navmesh Tests: spawned ghost ship, AI started patrolling and running around to shoot me when spotted
14 Minutes Ago
Merge from parent
20 Minutes Ago
Temporary safe fix for npc eye direction desync, in case pushing the refactor ends up being too risky
21 Minutes Ago
Parent entities before initializing them
33 Minutes Ago
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37 Minutes Ago
Gibs and LODs for Artist Canvas S
38 Minutes Ago
Balloon config UI improvements
39 Minutes Ago
player update car pose change + IK adjustment
43 Minutes Ago
Tweaked pivot positions on a bunch of casino elements to make it easier for them to LOD and cull More agressive distances for LOD1 on all casino elements
47 Minutes Ago
don't let you push a PlayerBoat if you're parented to it
55 Minutes Ago
Make sure placement error is correct for the deep sea build fix
1 Hour Ago
and added the texture too
1 Hour Ago
added store icon for birthday candle hat
1 Hour Ago
merge from deep_sea
1 Hour Ago
Fixed being able to build in the deep sea when looking at an entity
1 Hour Ago
setup worldmodel prefab for lr300 space gun
1 Hour Ago
Removed deep sea hackable crate map marker
1 Hour Ago
Admin killing the PT Boat turrets will now also destroy the bpat itself
1 Hour Ago
50cal_animations -> naval_update
1 Hour Ago
S2P all
1 Hour Ago
merge from boat_building
2 Hours Ago
50cal -> naval
2 Hours Ago
Added a ConVar for toggling the texture dynamic memory budget adjustments
2 Hours Ago
50cal_Animations -> naval_update
2 Hours Ago
50cal_animation -> naval_update
2 Hours Ago
Reduce the wave impact on the pt boat so easier to predict + less nausea
2 Hours Ago
- Add a replicated var to turn on/off client authority so we dont get stuck in a build without the ability to change - Codegen
2 Hours Ago
Update all ship trigger parent shapes to match the ship
2 Hours Ago
Projector in stables_b now permanently on
2 Hours Ago
Merge from deploy_fixes_wip
2 Hours Ago
FX tweak to better faciliate adjacent wall.
3 Hours Ago
Try authority with higher yield state acceptance
2 Hours Ago
50cal_animations -> naval_update
3 Hours Ago
plugged gap in stairs_overhang_300x300_corner
3 Hours Ago
double 50Cal mounting sounds and shooting volume changes
3 Hours Ago
Bugfix: SpawnGroup now applies entitie's world<->navmesh transformations when picking a spawn point Tests: Spawned ghostship - all NPCs spawned, but not moving (likely my other experimental code borks it)
3 Hours Ago
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3 Hours Ago
All sizes (S - XXL) of seamless artist canvas added and functional. No LODs, gibs, or icons yet
3 Hours Ago
50cal_animations -> naval_update
3 Hours Ago
closed gaps at floor level on watch towers
3 Hours Ago
Up the updaterate since we are using serverside movement
3 Hours Ago
Set both turrets to be serverside only. Won't be as smooth but its release-able
3 Hours Ago
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3 Hours Ago
filler in gap quality 0 Launch site
3 Hours Ago
boat engine now uses more fuel per sec
3 Hours Ago
fixed wooden_building_c LOD1 roof not double sided
3 Hours Ago
Space LR300 - rebaked worldmodel with latest textures, adjusted emissive colour
3 Hours Ago
Update: DynamicNavMesh allows to exclude specific navmesh source roots - Ghostships register to be excluded, since they have their own baked navmesh - [editor-only] Added logic to exclude all roots from the client scene This CL also has some temp ghostship debug code (offsets navmesh to validate it) Tests: in water world spawned a GhostShip and enabled AI - only backed navmesh popped into existence. AI didn't spawn - need to investigate next