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127,452 Commits over 4,201 Days - 1.26cph!

2 Days Ago
Added support for steam DLCs in the store featured tab When clicking on "buy on steam" on a steam dlc from the store, we fallback to the browser if the steam overlay failed to open
2 Days Ago
Make fold out colliders convex, general prefab setup
2 Days Ago
Fixed button text that broke after merge
2 Days Ago
Setup 3rd person reload effects on turrets
2 Days Ago
Moved a cliff forward slightly to prevent the backface poking out of terrain. S2P
2 Days Ago
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2 Days Ago
Merge from parent
2 Days Ago
Merge from main (stomp oilrig_1 prefab, will need a S2P)
2 Days Ago
Fixed rock clipping into sewer tunnel in water treatment plant. S2P
2 Days Ago
Disable unlocked by default on hazmat, assign steam DLC pack Setup skin item for shotgun, unlock via steam DLC pack Assign steam DLC pack for chainsword
2 Days Ago
Merge from Project_Hammer
2 Days Ago
Merge from slots_optimize
2 Days Ago
Fixed caboose slot machine
2 Days Ago
Add max texture resolution information for skinnables in the workshop scene
2 Days Ago
Merge from main
2 Days Ago
Merge from boat_building
2 Days Ago
Merge from auth2
2 Days Ago
Merge from naval_update
2 Days Ago
Compile fixes
2 Days Ago
Only show steering wheel health bar in edit mode
2 Days Ago
Rework steering wheel priv linking to fix save issue
2 Days Ago
squeeze bent normals into skin shader g-buffer
2 Days Ago
Update: UsePlayerTasks - lifting skipping logic out of OcclusionLineOfSight to caller - left a couple more TODOs as I found a weirdness in the original code Only thing left in OcclusionLineOfSight is grid-cell caching and deduplication. Tests: none, discovered unit tests are broken since I upgraded occlusion cache version a month ago. Will fix and test later
2 Days Ago
Topologies
2 Days Ago
Final splatting/sculpts.
2 Days Ago
Reload animations running on front and rear turrets Setup new controllers Setting to enable/disable signalling the reload animation from the server on held entities
2 Days Ago
Modified mounted steering wheel interaction collider so interactions only show when looking down towards the bottom of the wheel. This prevents the interactions showing when trying to drive the boat normally. Override and implemented LookingAtEngine on PlayerBoatPrivilege
2 Days Ago
merge from misc_fixes
2 Days Ago
added indicators for ammo types: slug, smoke, buckshot
3 Days Ago
Fix muzzle fire appearing at the wrong place
3 Days Ago
Re-apply CodeGen
3 Days Ago
All boat items (steering, sail, engines, etc) are usable by anyone until a wheel lock code is set, and then only if you're authed on the wheel.
3 Days Ago
Swap to the rigged versions of the 50 cals
3 Days Ago
Reset some CodeGen to their state on /main
3 Days Ago
merge from fix_deep_sea_network_layer -> naval_update
3 Days Ago
CodeGen
3 Days Ago
Fixed front turret only reloading the left 50 cal
3 Days Ago
Rebase on /main
3 Days Ago
Fix SV_ReloadStart error on rear turret
3 Days Ago
Another manifest Finally working with some clean prefabs
3 Days Ago
bug fixes, cleaned up scene folders
3 Days Ago
audio clip properties updates
3 Days Ago
added ADS attack anim for rpg skin viemodel
3 Days Ago
initial WIP directional drag (not balanced and not fast) - take a set of planes offset from hull block bounds at a regular set interval - project min/max bounds extents onto plane and perform a set of raycasts in flow direction and use dot of normal against -flow to scale drag impact and accumulate - drag is saved per-angle and will update for the boat at set intervals by slerping between nearest values to current angle of velocity against forward - considering this as "drag" currently, but may apply this as a force for easier control
3 Days Ago
DLC tab background fading
3 Days Ago
Ton more auth work, including new functionality, improvements, fixes and menu usability tweaks.