137,155 Commits over 4,324 Days - 1.32cph!

14 Days Ago
Merge from naval_update
14 Days Ago
Merge from naval_missions
14 Days Ago
Merge from naval_update
14 Days Ago
Merge from main
14 Days Ago
Fix some weirdness with how missions were first getting loaded from player state on player entered game Expand log if loaded objective count data is wrong
14 Days Ago
6 million microadjustments to the sky/weather to compensate for the black crush fix.
14 Days Ago
merge from spinner_wheel_standard_material - switched spinner wheel over to metal smooth (and notified skinner community)
14 Days Ago
Attempt to fix release build crash with Indirect Instancing enabled by avoiding (potentially buggy) NativeBitArray altogether.
14 Days Ago
removed imported blank windmill materials, re-linked gibs to used materials, fixed material slot on gibs on windmill
14 Days Ago
Fixing more rotational errors
14 Days Ago
Fixing rotational errors for gesture anims
14 Days Ago
talking animation polish pass
14 Days Ago
Merge: from main
14 Days Ago
pt boat engine audio loop tweaks
14 Days Ago
Fix issues with clearing missions when resetting player state
14 Days Ago
Another attempt at fixing npcs going through tropical ruins doors
14 Days Ago
merge back updated tropical1
14 Days Ago
Adding v4 fall anim
14 Days Ago
Added additional data to the shadow preset performance results
14 Days Ago
fix balloon LOD not dynamic (text disappearing on boats)
14 Days Ago
Fix tropical1 floating: Offset everything by terrain + overgrowth, move prefab transform back to 0
14 Days Ago
3p handcuff captive holdtype override controller and anims updated
14 Days Ago
Adding v4 door kick anim
14 Days Ago
Rebake trop1
14 Days Ago
merge from naval_update
14 Days Ago
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14 Days Ago
Adding mixamo to v4 anim transfers
14 Days Ago
Fix some traces not being added in the correct category of the npc visual debugger
14 Days Ago
Merge: from leavedeepsea_teleport_fix - Bugfix: using leavedeepsea should no longer cause random bugs/random wake up positions Tests: went on to a ghostship, then used leavedeepsea
14 Days Ago
Codegen
14 Days Ago
Bugfix: unparent player if running leavedeepsea This fixes player waking up in random location, potentially being killed for going out of bounds Tests: on Craggy, went up to ghostship top and used leavedeepsea couple times
14 Days Ago
- When sniped, make scientists hide before returning fire - Fix scientists ignoring sounds in some contexts (all scientists properly go into hiding even if the sniper shot missed them)
14 Days Ago
merge from main -> mortar_prototype
14 Days Ago
added new pickup sound for coconut
14 Days Ago
Skip food detection on scientists
14 Days Ago
Shader preset balancing pass
14 Days Ago
Subtract 141985 (merge from client_parenting_callback_fix)
14 Days Ago
Merge from naval_update
14 Days Ago
Rename a cannon collider to fix duplicate warning
14 Days Ago
Fully cancel pt boat turret reload if someone jumps off whilst its reloading
14 Days Ago
Merge from naval_update
14 Days Ago
Merge from deesea_alarm_component_remove
14 Days Ago
Commit dev.sand.mat because it's always popping up
14 Days Ago
Remove sussy muzzle flash effect on deep sea alarm effect prefabs
14 Days Ago
main gesture set and rps anim updates
14 Days Ago
Merge from analytics_warning_fix
14 Days Ago
Fix unreachable code causing compiler warning in AnalyticsManager
14 Days Ago
Merge from naval_update
14 Days Ago
Merge from naval_missions
14 Days Ago
Fix error when speaking to a NPC to complete a mission if that mission has no rewards General cleanup of associated code