137,092 Commits over 4,474 Days - 1.28cph!

10 Months Ago
Updated Radtown loot spawns, T0 had more and sometimes better loot spawning when generating in t0, T0 nerfed - T3 buffed s2p
10 Months Ago
Update: UI_StoreTakeover - store GUIDs to referenced prefabs - Ran Update GUIDs on MenuUI2_Store same goal as before, try to dynamically load/unload store pages. Tests: In editor, opened Abyss store page
10 Months Ago
Merge from main
10 Months Ago
Chainsaw chain now moves in third person
10 Months Ago
meta_shift -> main - blueprint fragment baseline
10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
meta_shift/loot -> meta_shift
10 Months Ago
Added DeepSeaFloatingCity component back to the floating city prefab Manifest
10 Months Ago
Just used lock steering - players do this anyway Better steering tangent calculations (prevents slamming headfirst into walls as much)
10 Months Ago
sail model and textures
10 Months Ago
Update: Run "Update GUIDs" on all store overlay page prefabs Tests: loaded Abyss store page in Editor
10 Months Ago
Update: UI_StoreItemOverlayPage - store GUIDs of textures - Added utility to fetch GUIDs from already assigned textures and saving to disk Getting ready to switch to guid resource tracking instead of relying on unity to always load textures Tests: Loaded into bootstrap scene in editor and opened Abyss store page
10 Months Ago
merge from naval_update
10 Months Ago
merge from naval_update/floating_cities
10 Months Ago
Merge from ai_scientist_iteration
10 Months Ago
floating city 1 s2p
10 Months Ago
Merge from naval_update
10 Months Ago
- Fix for third person attack hit not playing whilst crouching - Reload (unscrew cap) and chain pull sounds now play in third person - Move some visual update logic from OnFrameWhileHeld (local player only) to PostLateClientCycle
10 Months Ago
PT_Boat -> naval_update
10 Months Ago
Use unitask for async operations
10 Months Ago
created a new material for the junkpiles that can be used on barges updated farm barge material overrides
10 Months Ago
- Added more control over the emission blinking feature by adding a power that controls the sharpness of the blink, and min and max values for remapping the extents of the blink wave. - Renamed the Remap function in VolumeCloudBase to ClampRemap as it was causing conflicts with the new one in common as some shaders include both files, it also performs a clamp on the values, so this makes the name more specific.
10 Months Ago
Adding updated climb and sky diving anims
10 Months Ago
moved HeightMap and TopologyMap query jobs to be deterministic
10 Months Ago
switched erosion jobs to FloatMode.Determinstic for cross-platform determinism with procgen (minimal performance impact in this case)
10 Months Ago
Added two new plywood dressing variants for improv walkway kit
10 Months Ago
merge from naval_update/deep_sea/cargoship
10 Months Ago
Vehicle whitelist for deep sea portals Added a debug convar to ignore the whitelist for testing purposes
10 Months Ago
Added empty Edit/finish editing menu options to the steering wheel. Godegen.
10 Months Ago
s2p bluecard monuments airfield powerplant trainyard watertreatment
10 Months Ago
burst update 1.8.18 -> 1.8.25
10 Months Ago
added additive judding layer for when the vm chainsaw is switched on and edited 3p attack idle animation
10 Months Ago
- Added a scroll velocity for the emission mask. - Made the emission mask UVs separate from the emission UVs.
10 Months Ago
Wheel placement rotation
10 Months Ago
pump shotgun animation updates
10 Months Ago
floating city 2 initial idea layout
10 Months Ago
Steering whell placement prefab setup
10 Months Ago
merge from landmarkinfo_revert
10 Months Ago
Removed untranslatedName in LandmarkInfo, wasn't necessary
10 Months Ago
Cargoship merge fixes
10 Months Ago
merge from deep_sea
10 Months Ago
Clean codegen
10 Months Ago
merge from naval_update
10 Months Ago
ClientIOLineEditor server compile fix
10 Months Ago
Merge from parent
10 Months Ago
Codegen
10 Months Ago
merge from main (needs codegen)
10 Months Ago
Merge from parent
10 Months Ago
moved the bridges between food and farm barges out of barge prefabs as it is likely to be connected differently in other floating cities
10 Months Ago
centered pivot of medical barge