139,245 Commits over 4,352 Days - 1.33cph!

11 Days Ago
exported updated helicopter reardoor idle anim
11 Days Ago
Update: AntiHack now track it's own persistent cache of player states - base player internals redirect to the cache when jobs 3 is set Gets synced when player enters and leaves player cache (even if they're disconnecting). This allows us to change jobs level without mesing up player state. Tests: none, WIP
11 Days Ago
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11 Days Ago
update from main
11 Days Ago
Fix cannon aim jitter on high ping when reloading and lighting the fuse
11 Days Ago
Update: Gather more player state for Jobs3 work - rewrite how we add to/remove from PlayerCache to add custom handling for specific systems (needed for AntiHack) Tests: none
11 Days Ago
exported horse animations and rig
11 Days Ago
boat_highspeed_parenting_fix -> main
11 Days Ago
merge from /indirect_instancing
11 Days Ago
Stop high speed dismounting throwing you from your player made boat
11 Days Ago
merge from main
11 Days Ago
Merge from turret_paintball_fixes
11 Days Ago
resolve conflicts
11 Days Ago
merge from main
11 Days Ago
* Add an extra update call at the end of the frame after spawning instanced objects to catch spawn-then-move position errors. * Only deal with valid LOD states and skip invalid states both in the middle and at the end of the state array. * Reject renderers without materials outright.
11 Days Ago
Added a toggle to switch in between remote and local store override data in editor Added a popup warning when uploading
11 Days Ago
Altimeter works
11 Days Ago
Fixes for how paintball gun behaves with turrets: - Damage is now increased when a paintball gun in a turret shoots someone wearing paintball overalls, same way when shot by another player wearing overalls - Last applied paintball colour is now retained when placing the paintball gun in a turret Misc changes: - Removed paintball damage scaling in code for hitting different entity types, instead use the protection property assets - HeldEntity cached item is now usable on both client/server - Add sourceWeapon to projectiles, so the client can retrieve the source weapon entity from locally instigated projectiles - HitInfo is now Disposable, same pattern as PooledList - Remove various unnecessary HitInfo allocations
11 Days Ago
Add a placeholder altimeter prefab. Add placeholder prefab to HAB.
11 Days Ago
Added two console commands clearcontainer and clearcontainer_radius.
11 Days Ago
merge from main
11 Days Ago
Client downloads the store data when refreshing the store and loads all the overrides Added Store/Upload menu item to upload the store content to S3
11 Days Ago
Fix naval scientist laser sight not being on during the day
11 Days Ago
Clean up
11 Days Ago
delay_browser_changes -> main
11 Days Ago
Move the attack heli altitude guage calculation to a static so that I can use it for HAB consistency.
11 Days Ago
NRE fix and move GetPriv to OnDeployed from ServerInit
11 Days Ago
Fix FSMTransitionBase.get_Senses NRE
11 Days Ago
Revert region changes until next month - bring back ping for now
11 Days Ago
Fix "SwitchParent Missed scientist2.corpse" log when naval scientist dies
11 Days Ago
Fix error for boat floor frame. Add a null check to GetBlockedByErrorFromCollider.
11 Days Ago
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11 Days Ago
Can now override store page elements as well
11 Days Ago
Added skin test material
11 Days Ago
Cannon animation updates to include fuse movement in the reloaded clip
11 Days Ago
exported updated motorboat sit anims
11 Days Ago
Scene2prefab
11 Days Ago
Scene2prefab
11 Days Ago
Scene2prefab
11 Days Ago
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11 Days Ago
Add option to debug traces to ai debug prefab, to test bushes / smoke in editor
11 Days Ago
Added some test hair cards/materials for debugging
11 Days Ago
merge from boxes_dlc
11 Days Ago
stone box - matrix lod tweak, prefab updated
11 Days Ago
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11 Days Ago
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11 Days Ago
exported updated 3p ejector seat idle anim
11 Days Ago
Merge from shipping container optimizations
11 Days Ago
Committed missing collider mesh for deep sea signal computer
11 Days Ago
Fix some worldmodel prefabs that got saved as disabled, was causing ballista projectiles to be invisible