161,415 Commits over 4,597 Days - 1.46cph!

1 Year Ago
Fixcars admin command now fuels up boat engines
1 Year Ago
merge from main
1 Year Ago
wip xmas ceilingpaper, updated wallpaperbase.sav file
1 Year Ago
Wider collision gap around the ghost ship mast ladder spot
1 Year Ago
Removed mesh from cannon gib that was not a gib and had no backfaces
1 Year Ago
merge from Halloween_25_Update
1 Year Ago
Fixed Halloween UI not display during event
1 Year Ago
Fixed boat ladder pickup giving a regular ladder
1 Year Ago
Merge from floating_cities
1 Year Ago
Switched monument entities either to simple models or immortal, non-pickupable versions of the entity (Affects connected speakers, boom boxes, beach table and beach chairs) S2P floating city 1, 2, 3
1 Year Ago
Merge from parent
1 Year Ago
Converted chicken coop chickens to move in local space, fixes them floating into outer space when deployed on a boat Also generated convex colliders for the hutch so we don't get non convex mesh errors when deploying on boats
1 Year Ago
Merge from foliage_instancing_islands
1 Year Ago
Clean up left over shader constants Remove unused foliage terrain cbuffer update functions
1 Year Ago
Add support for a projectile to declare override projectiles based on a weapon Create prefab variants for standard/hv/incen rockets, they get spawned instead of regular rockets
1 Year Ago
Add a small delay after the reload is finished before resuming active rocket handling to allow for a bit of latency
1 Year Ago
Merge from parent
1 Year Ago
Remove CPU height sampling option can't be supported with mesh terrains Do not invalidate cells when pushing a mesh terrain (only invalidate when nearest is changed) Update terrain cbuffer after switching terrain data
1 Year Ago
Add support for showing rocket in left hand during reload
1 Year Ago
WIP showing ammo on 3rd person model
1 Year Ago
Setup SwapAmmo component on RPG vm
1 Year Ago
floating city 4 prop pass
1 Year Ago
Disable tutorial spawns on both possible deep sea sides
1 Year Ago
More Terrainmeta switchover tweaks
1 Year Ago
merge from deployguide_water_refraction
1 Year Ago
deploy guide renders in refraction under translucent water
1 Year Ago
Update: extract how we gather network group subscribers into a ISubscriberStrategy - implemented a DefaultSubscriberStrategy This CL doesn't have any logic change, it just reorganizes code so that we can start overwriting this(need it for spectating now and parallel processing in the future). Tests: 2p on craggy - saw the island entities spawn in as well as the players replicate
1 Year Ago
Better scientist mount position spawning code Compile fixes
1 Year Ago
Ensure boats have minimum: driver and turrets Then at least 1 other Then we coin flip each subsequent scientist
1 Year Ago
merge from naval_update
1 Year Ago
Spawn rhibs facing towards the deep sea centre
1 Year Ago
Bugfix: spectators now subscribe to spectatees via secondary group This prevents spectatee from being culled out by network grid onthe spectators end, leading to NREs. This is temporary solution, as it doesn't have the same network range as the primary group. Tests: spectating a palyer on craggy, then flew around till the island was no longer visible
1 Year Ago
Fix typo
1 Year Ago
naval_update -> pt_boat_2
1 Year Ago
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1 Year Ago
Colour consistency fix.
1 Year Ago
Tropical4 island.
1 Year Ago
- Fix rendering issues due to various jobs executing for command indices that are no longer in use. - Fix broken debug draw when damage region bitscan job is active. - Split `surviving_command_counts` into `command_counts_after_culling` and `command_counts_after_reordering` for clarity. - Create a universal IsCallVisible() function instead of the mess we had before
1 Year Ago
Manifest Codegen
1 Year Ago
merge from naval_update
1 Year Ago
merge from deep_sea
1 Year Ago
Added a DeepSea folder for its weather presets
1 Year Ago
Apply a hack for clients missing MainEyePos
1 Year Ago
Fixed the deep sea biome not returning temperate, fixes the snow in the deep sea
1 Year Ago
Make surface props 3 & 4 work for traces * for 4 way blend shader. Also removed some unnecessary, non functional changes about surface prop 5/FDispCollTreeParams/SurfacePropAlphaFilter Minor compile warning fixes prop_exploding_barrel placeholder entity (CS:GO danger zone map) Allow mesh.TexCoord to only accept 1 tex coord So texcoord1 is mandatory, the other 3 are optional and use appropriate TexCoord4f/TexCoord3f/TexCoord2f methods internally End current Lua mesh (if there is one) on Lua error * This helps prevent the game from exploding into a million pieces on Lua error when generating meshes via the mesh library. Adjust Lightmapped_4WayBlend $seamless_scale warning * Do not complain about $DetailBlendMode with $seamless_scale without detail texture even being set. Also reset the detail texture if given bad blend mode so that it's renders better in the flashlight pass
1 Year Ago
merge from fix_workshop_error -> main
1 Year Ago
Vis.Entities can now check hit entity parents if BaseEntity.AlsoVisCheckParent is true. Fix CodeEntryBlocked logic on PlayerBoatLock not letting codes be entered.
1 Year Ago
unskinned_windmill -> main
1 Year Ago
Prefab fixes
1 Year Ago
main -> naval_update (BREAKING)