129,712 Commits over 4,201 Days - 1.29cph!

Yesterday
Merge from fog_fixes
Yesterday
Fixed some awkward interactions with the underground layer controller and deep sea toggle
Yesterday
Refactored fog of war into two separate sets of fog - mainland and deep sea This solves the hardcore mode and deep sea not coexisting as they both tried to write into the same fog images Re-enabled opening the map in hardcore/deep sea Added new server.deepseafogofwar convar, defaults to true on all game modes
Yesterday
merge from fix_portal_clamping -> naval_update
Yesterday
Fixed deep sea fog not working on death screen correctly Fixed fog not calculating while in deep sea until the player opens the map at least once Possibly fixed fog revealing a couple of pixels on the other side of the world
Yesterday
initial potentially better implementation of screen-space/contact shadows, doesn't work yet
Yesterday
Handle FoliageSpawns recreating in deepsea Don't stomp activeTerrains when recreating foliage buffers Fix incorrect terrain size in tropical3 prefab
Yesterday
Clamp position to the output portal when teleporting to and from the deep sea - primarily fixes running enterdeepsea causing you to teleported to middle of deep sea because it didn't clamp the distance from portal
Yesterday
Merge from parent
Yesterday
System uses burst cloth instead of unity physics Set up generic circle charm with burst cloth
Yesterday
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Yesterday
Baseline from hackweek prototype
Yesterday
Merge from map_work
Yesterday
Merge from small_ramp
Yesterday
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Yesterday
merge from optimize_reduce_dynamic_occlusion -> main
Yesterday
Remove the IsEntityDynamic() override in CookingWorkbenchBBQ because that is not the normal BBQ :( - don't worry about normal bbq anyways, it was already static and seemed to work fine with occlusion
2 Days Ago
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2 Days Ago
Paintball Gun - updated blockout mesh after animation feedback
2 Days Ago
Null check playable graph when setting animator controller
2 Days Ago
merge from playable_fixes
2 Days Ago
Add HideZeroWeightEdges toggle to playable graph tooling to make it easier to inspect bloated 100+ node graphs.
2 Days Ago
Merge from boat_building
2 Days Ago
Merge from health_rework
2 Days Ago
Fixes
2 Days Ago
scientist_boat_fixes_3 -> naval_update
2 Days Ago
Drop rhib group spawn count from 12 to 7: 15 less scientist rhibs will spawn as a result.
2 Days Ago
2 Days Ago
Projectiles
2 Days Ago
scientist_boat_fixes_3 -> naval_update
2 Days Ago
Add support for different crosshair modes on projectile weapons. Always show, or only show under conditions: - Standard - ^ + when aiming - ^ + when reloading - Always
2 Days Ago
merge from buoyancy_deepunderwater_fix
2 Days Ago
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
2 Days Ago
Fix playable graph IK issues
2 Days Ago
scientist_boat_fixes_3 -> naval_update
2 Days Ago
Retain group id between saves
2 Days Ago
fixed clip check
2 Days Ago
Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
2 Days Ago
added physic impact sounds for the PT boat
2 Days Ago
scientist_boat_fixes_3 -> naval_update
2 Days Ago
stupid pooling fix
2 Days Ago
Dont save the ghost ship hackable crate. Stops save nre
2 Days Ago
merge from ai_vehicle_clipping_check_optim
2 Days Ago
account for ClippingAiChecks another level up in BaseVehicle to avoid running an OverlapBox query in cases where we wouldn't run any mounted clipping checks anyway
2 Days Ago
▄▊▅ ▇▌▉▄▅▇▅▌▊▋▍ ▉▉▉▇▉▋▅▆ ██▋ ▇▅▋█▄▆▉▄ ▆▉▆ ▌▉▄▍▌ ▆▊▌▌ ▇▇▍▌▅▊ █▄█▄ ▋▅▊▉▉█ ▆▋▇ ▌▆▊██▇▊▄▆▊▌▍▉▉▊▇.▄▆▍▆▇▌█▊▆▋▄. ▆▍▉█▊ (█▇▍▉▋▌) █▉ ▉▊▅█▉▅ ▅▉▄▅█▅▇ ▉▍▄▌▄▆▊▆█▄ ▋▅▆█▆▊▄▊, ▅▋ █▋▋▊ ▍▄▅▉█▅ ▋▄▇ ▆▍█▌▋▋▊▌▆ (▄▉█▇ ▆▊▍▍▍▉▇ █▍▌ ▅█▌▍▄▄ ▋▆▆▊) ▌▄▉▌▋▇▌▉▍▅▊▅▅▊▌.█▊▉▆▆▋▌▇ (▄▆█▌▋▉) ▋█▌▆▋▉▆ ▅▅▆ ▊▊▌▉▋▆ ▄▆▆▅▉█▆▄ ▄▍▍▊█▉▆█ ▄▍ ▅▊▋ ▍█▄▉▇▉ ▇▉▉▍▆▉▌▆ ▆▊▊▍▇▆▌▆▌ * ▊▉▋▉▍▅ ▉▌▇▄█▄▌▆▉▆▌ ▍██▄▊▅▉▇▄ (▌█▍ ▌█▍▋▉█▄▊▄, ▇█▄▄▍ ▉█▅█▇)
2 Days Ago
merge from naval_update/deep_sea
2 Days Ago
Applied prefabs. Dummy coord fixes.
2 Days Ago
Re-route setting animator states to playable animation controller
2 Days Ago
scientist_boat_fixes_3 -> naval_update