129,297 Commits over 4,201 Days - 1.28cph!

Yesterday
merge from naval_update
Yesterday
floating city 4 bug fixes
Yesterday
Bugfix: AnalyticsV2 - don't spam "appended 0 bytes" when logging is enabled Tests: none, trivial change
Yesterday
Bugfix: AnalyticsV2 - ensure events sent at shutdown have valid steam tickets Done by pumping steam event queue while analytics thread is shutting down Tests: unit tests and ran Client mode in editor
Yesterday
merge from fix_boat_paste -> naval_update
Yesterday
Add error log indicating what entity failed to paste when exception was thrown
Yesterday
Fix NRE when loading a steering wheel without SteeringWheel protobuf - fixes pasting boats in completely broken physics state - old boat pastes still may not work
Yesterday
Walkway optimization / reduced LOD distances, made some modules cull faster, disabled shadowcasting on some small modules where it made sense
Yesterday
Increase deep sea terrain distance from 600m -> 750m
Yesterday
seat changes
Yesterday
Rear turret reload animation actually walks up to the rear turret rather than having fixed feet Fix issues with the turret rotation not being set to 0,0
Yesterday
One shot animation system changes: Fix incorrect full body mask Make additive argument actually do something Enable/Disable leg animator rather than just blending weights StopCurrentOneShot will nuke any previous running coroutines
Yesterday
Moved farm vendors up to prevent clipping through floor
Yesterday
Bugfix: AnalyticsV2 - only recycle auth tickets if not consumed them - Added extra checks for early steam shutdowns Previously we would eagerly cancel tickets, which is not api-appropriate. Now only doing so if either an exception occured or we're in dry-run mode Tests: ran unit tests. Still can't catch why auth ticket is sometimes null on shutdown
Yesterday
Merge from boat_building
Yesterday
Auth placement/building fix
Yesterday
Fixed zfighting planks in supplies barge. Fixed floating cloth and some prop alignment in FC2 and ran S2P. Added wheel to small refinery; both deployed and static version
Yesterday
Fixed floating island map marker text not marked as non static
Yesterday
merge from main
Yesterday
merge from ui_overhead_optims
Yesterday
Fixed a bunch of scaled texts not marked as non static - main menu workshop dropdown items - vendor listings - shockbyte modal
Yesterday
Merge from parent
Yesterday
script updated mesh
Yesterday
merge from main
Yesterday
Revert cargo global network group to Default (from MainIsland)
Yesterday
Add AlignLocalPlayerTurretRotation to force the local players player model to conform to the same rotation lock as replicated players/ai
Yesterday
Codegen
Yesterday
Add Hand IK targets (disable when reloading) Fix front turret flapping around Fix front turret being able to clip into the floor of the boat Move player slightly further away from rear turret
Yesterday
primitive large lootbag halloween loot update
Yesterday
Disable MarkAttackerHostile on 20 static entitites found in floating cities
Yesterday
Fix hips staying locked when moving the turrets up and down
Yesterday
naval_update -> pt_boat_2
Yesterday
paintball_hopper uv tests
Yesterday
Merge from main
Yesterday
Paintball Gun - Blockout mesh and materials
Yesterday
Added a null check for shared materials when preloading textures for hotbar items to prevent NREs when a mesh renderer has a null material
Yesterday
Added generic terrain to FC4 Added baked shore vectors Move the boat vendor on the pier Setup an HLOD for the scene
Yesterday
Improved shore vectors on FC1,2,3 Removed access to casino top floor from barge in FC2 Updated HLODs on FC2,3
Yesterday
Merge from main
Yesterday
Merge from island_scenes
Yesterday
Add compass marker for leaving the deep sea
Yesterday
Fixed beach chair on tropical island 1 pickupable
Yesterday
Add images for the other tropical islands
Yesterday
Merge from parent
Yesterday
Merge from floating_cities
Yesterday
Don't allow players to interact with growable plants in the floating city if they haven't purchased access to the farm
Yesterday
Fixed negative box collider size on casino barge culling volumes Added new floating city map marker S2P FC 1,2,3
Yesterday
Mark LightOccludee as IClientComponent, removes ~1400 unused transforms on the server when loading a floating city Add new ClientStubComponent - an empty client only component that will stop a hierarchy being stripped but will still allow stripping to occur on the server Fix mannequins not rendering when spawned on floating city entity (apply ClientStubComponent to entire bone hierarchy) S2P FC 1,2,3
Yesterday
Added support for CullingVolume to disable LODGroups (optional, see IncludeLodGroup on component) Enabled on Supplies barge so that skinned meshes are disabled Fixed S2P flattening applying to children of CullingVolume, this was stopping CullingVolumes working entirely as they rely on the hierarchy Remove Poolable component on supplies barge clothing S2P FC 1
Yesterday
Merge from parent