130,706 Commits over 4,232 Days - 1.29cph!

22 Days Ago
Clean up left over shader constants Remove unused foliage terrain cbuffer update functions
22 Days Ago
Add support for a projectile to declare override projectiles based on a weapon Create prefab variants for standard/hv/incen rockets, they get spawned instead of regular rockets
22 Days Ago
Add a small delay after the reload is finished before resuming active rocket handling to allow for a bit of latency
22 Days Ago
Merge from parent
22 Days Ago
Remove CPU height sampling option can't be supported with mesh terrains Do not invalidate cells when pushing a mesh terrain (only invalidate when nearest is changed) Update terrain cbuffer after switching terrain data
22 Days Ago
Add support for showing rocket in left hand during reload
23 Days Ago
WIP showing ammo on 3rd person model
23 Days Ago
Setup SwapAmmo component on RPG vm
23 Days Ago
floating city 4 prop pass
23 Days Ago
Disable tutorial spawns on both possible deep sea sides
23 Days Ago
More Terrainmeta switchover tweaks
23 Days Ago
merge from deployguide_water_refraction
23 Days Ago
deploy guide renders in refraction under translucent water
23 Days Ago
Update: extract how we gather network group subscribers into a ISubscriberStrategy - implemented a DefaultSubscriberStrategy This CL doesn't have any logic change, it just reorganizes code so that we can start overwriting this(need it for spectating now and parallel processing in the future). Tests: 2p on craggy - saw the island entities spawn in as well as the players replicate
23 Days Ago
Better scientist mount position spawning code Compile fixes
23 Days Ago
Ensure boats have minimum: driver and turrets Then at least 1 other Then we coin flip each subsequent scientist
23 Days Ago
merge from naval_update
23 Days Ago
Spawn rhibs facing towards the deep sea centre
23 Days Ago
Bugfix: spectators now subscribe to spectatees via secondary group This prevents spectatee from being culled out by network grid onthe spectators end, leading to NREs. This is temporary solution, as it doesn't have the same network range as the primary group. Tests: spectating a palyer on craggy, then flew around till the island was no longer visible
23 Days Ago
Fix typo
23 Days Ago
naval_update -> pt_boat_2
23 Days Ago
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23 Days Ago
Colour consistency fix.
23 Days Ago
Tropical4 island.
23 Days Ago
- Fix rendering issues due to various jobs executing for command indices that are no longer in use. - Fix broken debug draw when damage region bitscan job is active. - Split `surviving_command_counts` into `command_counts_after_culling` and `command_counts_after_reordering` for clarity. - Create a universal IsCallVisible() function instead of the mess we had before
23 Days Ago
Manifest Codegen
23 Days Ago
merge from naval_update
23 Days Ago
merge from deep_sea
23 Days Ago
Added a DeepSea folder for its weather presets
23 Days Ago
Apply a hack for clients missing MainEyePos
23 Days Ago
Fixed the deep sea biome not returning temperate, fixes the snow in the deep sea
23 Days Ago
Make surface props 3 & 4 work for traces * for 4 way blend shader. Also removed some unnecessary, non functional changes about surface prop 5/FDispCollTreeParams/SurfacePropAlphaFilter Minor compile warning fixes prop_exploding_barrel placeholder entity (CS:GO danger zone map) Allow mesh.TexCoord to only accept 1 tex coord So texcoord1 is mandatory, the other 3 are optional and use appropriate TexCoord4f/TexCoord3f/TexCoord2f methods internally End current Lua mesh (if there is one) on Lua error * This helps prevent the game from exploding into a million pieces on Lua error when generating meshes via the mesh library. Adjust Lightmapped_4WayBlend $seamless_scale warning * Do not complain about $DetailBlendMode with $seamless_scale without detail texture even being set. Also reset the detail texture if given bad blend mode so that it's renders better in the flashlight pass
23 Days Ago
merge from fix_workshop_error -> main
23 Days Ago
Vis.Entities can now check hit entity parents if BaseEntity.AlsoVisCheckParent is true. Fix CodeEntryBlocked logic on PlayerBoatLock not letting codes be entered.
23 Days Ago
unskinned_windmill -> main
23 Days Ago
Prefab fixes
23 Days Ago
main -> naval_update (BREAKING)
23 Days Ago
setting up rpg skin viewmodel prefab and exported updated rig/anims
23 Days Ago
RPG7 - texture update
23 Days Ago
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23 Days Ago
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23 Days Ago
unskinned_windmill -> main
23 Days Ago
Fixed more rotational weirdness
23 Days Ago
Fixed incorrect material LODs on a ground tarp instance. Added boat vendor to FC3. Removed obsolete fence inside farm barge. Fixed useless beams in a floating walkway structure.
23 Days Ago
Add defaults save filename, add file overwriting for downloading .obj, potential fix for FileDialog error
23 Days Ago
gave shore vector override mod inner radius to allow linear falloff between inner and outer radii with hard limit inside inner radius
23 Days Ago
Use a guide prefab so you can see the sails of the Windmill when you place it down Start the sails pointing towards the player rather than off to the left everytime https://files.facepunch.com/ianhenderson/1b1311b1/Unity_4IqvKXIbrW.mp4
23 Days Ago
allow shorevector-only bake, handle in blitting
23 Days Ago
Enable priv flag on PlayerBoat
23 Days Ago
merge from shore_vectors