129,109 Commits over 4,201 Days - 1.28cph!

3 Days Ago
Fix rear turret being on the wrong camera mode
3 Days Ago
ClientIOLine slackLevels and originalPositions actually need to be serialised, moved them out of #if CLIENT
3 Days Ago
merge from naval_update
3 Days Ago
- Clean up texture streaming jobs - Fix wrong camera position in Streaming_FallbackSquaredDistanceJob - Add various debugging ConVars - Add "Indirect Instancing" UI Indicator
3 Days Ago
merge from naval_update
3 Days Ago
Fixed CLIENT SERVER serialized fields mismatch in - DeepSeaManager - SteeringWheel - ClientIOLine (was causing all monument prefabs to reimport) - PaintingFavouriteColorButton - PaintingFavouriteColours - RendererBatch
3 Days Ago
Force front turret to go into a neutral position when reloading (ugly right now)
3 Days Ago
Merge: from analytics_save - Adds a "save" event tracking when server creates a save Tests: triggered save in editor with logging
3 Days Ago
Update: add analytics save event Tests: ran an explicit save in editor
3 Days Ago
Chainsword engine now always starts, matches base chainsaw
3 Days Ago
New medical syringe anim set - first pass
3 Days Ago
Roll back recent inEyesView changes, not reliable enough
3 Days Ago
merge from oceansimulation_split - running two ocean simulations, all usage switches between based on position (like all other deepsea code) and batched queries gather indirect indices
3 Days Ago
3 Days Ago
Check for boat auth before entering edit mode
3 Days Ago
Fix npcs failing to land a shot when only the player head is sticking out, because of their distaste for landing head shots
3 Days Ago
3 Days Ago
fixed issues with batched ocean trace deferred jobs using AsDeferredJobArray for the rays in the IJobParallelForDefer OceanTraceJob as the indices now drive the deferred batch size and we still need a view of the rays list that is aware of the populated size in previous jobs. This maintains parallelism and a single set of job dependencies without needing a complete/sync
3 Days Ago
Commit progress - Setup bonus objective for underwater labs mission - Add persistent mission entities to MissionInstance, for tracking entities which exist outside of the mission and are not spawned as part of the mission. Entity info added alongside spawned mission entities in mission protobuf data - Small improvements for Divemaster and Hunter conversation dialogue - Fix NRE when opening dialogue graphs which contain speech nodes with several fail conditions - Small improvement for displaying mission list node - Add attribute and property drawer for ConversationData to display button to open graph view where a ConversationData asset is displayed in the inspector - Improved BaseMission editor inspector for objectives - String optimisation for MissionsHUDToDo - Conversation panel size no longer appears to quickly change after pressing a response and then waiting for server response
3 Days Ago
fixed WaterSystem NRE
3 Days Ago
Merge from boat_building
3 Days Ago
Merge from naval_update
3 Days Ago
merge from deep_sea
3 Days Ago
codegen
3 Days Ago
OceanSimulation split between deepsea and mainland - required extra indirection in most batched water queries but it's hidden away
3 Days Ago
merge from main
3 Days Ago
added rpg7 as skinnable of rocket launcher, set up skin.asset file
3 Days Ago
merge from 134460 - removbed SRGB from halloween wallpaper AO and adjusted other halloween wallpaper textures to compensate
3 Days Ago
Kreig shotgun now matches pump shotgun Pump shotgun ammo Magazine size 6 -> 8
3 Days Ago
Merge from map_work
3 Days Ago
Logs, compile fix
3 Days Ago
Various fog fixes
3 Days Ago
Fix terrain textures appearing incorrect when exiting map Don't show fog of war on rhib map Re-enable fog of war
3 Days Ago
Disable map markers changing global group if they are in deep sea Reallow deep sea map from mainland Create new island map markers Add MapBlit tool to bake out the current map into a 8x8k image for external tools
3 Days Ago
Deep sea now have a cooldown in between each wipe Entities created when killing scientists and players are now killed correctly Replaced deepsea.wipe command by deepsea.open and deepsea.close Added deepsea.printState for debugging
3 Days Ago
Merge from island_scenes
3 Days Ago
Fix leg animator not working on player boats, they use VehicleLarge as a layer which wasn't in the ground mask.
3 Days Ago
Don't show deep sea map button if not in deep sea
3 Days Ago
Fix compile error that didn't merge from main
3 Days Ago
WIP deep sea map work Add a button to toggle between modes, disable fog of war for now
3 Days Ago
merge from fix_rhib_teleport -> naval_update
3 Days Ago
Add rhib and scientist RHIB to the vehicle whitelist
3 Days Ago
Merge from main
3 Days Ago
merge from fix_rhib_teleport -> navaL_update
3 Days Ago
Improve "CanEntityTeleport" method - add "IsMounted" check because mounted != parented - check if any passengers are NPCs, if so block (extra safety against scientist RHIBs teleporting
3 Days Ago
Fixed backpack unlock
3 Days Ago
Merge from small_ramp
3 Days Ago
Added vehicle blocker logic for small ramp (retract ramp if it hits a vehicle)
3 Days Ago
Missed style file (rhyme time)
3 Days Ago
Change Image material on buttons so they all appear white