135,544 Commits over 4,293 Days - 1.32cph!

Yesterday
Update manifest
Yesterday
Adjusted deep sea vertical bounds to match height of mainland bounds, fixes projectiles getting shot out of the bounds triggering a packet flood kick
2 Days Ago
stopgap water sky reflection until we have the water refl probe in RRP
2 Days Ago
merge from main to fix_manifest_errors
2 Days Ago
Stop NPC_Citizen lobbing healthkits and NPCs Fix NPCs being unable to pickup constrained weapons * Specifically the first spawnflag "Start constrained", which caused a potential progression stopper on ep1_c17_02a Add Combine Shotgunner Playermodel texture with colorable eyes Update Odessa playermodel * Consistent phong usage on face material (consistent with citizens) * Fixed mouth faceposing Dynamite no longer uses timer.Simple, and clamps delay to 3600 Apply some checks for a potential crash issue * Would crash with a message instead of silently Limit Material() in menu state Fixed Lua error counts in Problems panel being covered up by Copy btn Fix killfeed showing neutral/fearful NPCs as friendly * When killed by the player specifically
2 Days Ago
Update: adapt OcclusionValidateGroups to new logic Tests: used it in various scenarios in 2p on Craggy. Spotted a bug for reconnecting players, need to add a unit test and fix
2 Days Ago
Update: OcclusionGroupTests - added LaggyTeleport test Think I'm done, going to do a bit of manual testing and merge it back Tests: unit tests
2 Days Ago
Update: restore lastPlayerVisibility support in new logic - updated tests to validate corret removal of timestamp Just have one last test to implement, and it's done Tests: ran unit tests
2 Days Ago
- Fix parented players being at odd starting rotations - Enable AI only parenting on: PTBoatDriver PTBoatPassenger Small Boat Passenger RHIB Driver
2 Days Ago
fix occasional single-pixel ocean line in canyons
2 Days Ago
paintable window fixes
2 Days Ago
merge from main
2 Days Ago
current progress for skin blocks parts and material
2 Days Ago
Test list
2 Days Ago
Can run tests using the window when out of playmode, clicking run will start playmode and run the selected tests when possible Ground work for the future dashboard implementation
2 Days Ago
Update: prep unit tests for lastPlayerVisibility validation Tests: ran unit tests
2 Days Ago
Paintable Reactive Target - Updated IO ports positions, updated model and textures to support the new IO ports. Rigged model remains the same so it needs updating and setup
2 Days Ago
Reimplement parenting logic
2 Days Ago
merge anim fix to main
2 Days Ago
main -> mountplayersync_ai_bypass
2 Days Ago
add "Affect Occlusion" toggle to detail blend layer, makes blend layer interact with base layer occlusion (lerps it white with the blend weight)
2 Days Ago
Fix edge case with playable graphs already being setup when spawning a player model, immediately set isPlayableSetup rather than next frame.
2 Days Ago
Update: OcclusionGroupTests now check if 2nd player in a test only references itself in the group Tests: ran unit tests
2 Days Ago
Salvaged cleaver animation blend adjustments
2 Days Ago
Added gibs for stone component box
2 Days Ago
Clean: extract a bit of code to handle initialization Tests: ran all unit tests
2 Days Ago
Merge from naval_update
2 Days Ago
Merge from main
2 Days Ago
- Don't process which missions are available for a player if they have an active mission, or if they are talking to an NPC to complete a mission - Request a missions update if the deep sea opens/closes whilst our map is open, not only when the deep sea opens - Other minor fixes
2 Days Ago
Update: rewrite OcclusiongGroups logic to be simpler - updated unit tests with new expectations Each player now has their own occlusion group that they modify as they navigate network grid. OcclusionGroups are driven by network subscription logic. Got couple TODOs and couple unit tests to add, then done Tests: ran unit tests, all passed
2 Days Ago
S2P islands for ai zones
2 Days Ago
Day extension for march.
2 Days Ago
Revert TOD change for branch placement.
2 Days Ago
Shifted some curves around to make the new TOD cycle 80 minutes instead of 60. Night time stays at approximately the same 10.
2 Days Ago
junkpile_ladder_clip_fix -> main
2 Days Ago
junkpile_ladder_clip_fix -> main
2 Days Ago
merge from main
2 Days Ago
merge from automatedtesting
2 Days Ago
merge from main
2 Days Ago
merge from main
2 Days Ago
Updating last of the gesture anims to v4 rig
2 Days Ago
Easel placement setups for scrap and lightup frames
2 Days Ago
Remove sockets from XL and XXL for easel, comically large and unbalanced
2 Days Ago
stone, wood panel title and description updated
2 Days Ago
scrap box panel title and description updated, ran manifest, loca and icon manifest
2 Days Ago
food, meds, metal box panel title and description updated
2 Days Ago
armor box, comps box, explosive box panel title and description updated
2 Days Ago
added viewmodelAspectOffset component to the viewmodel paintallgun.prefab, set -0.0057 in X and 0.055 in Z
2 Days Ago
updated icons for ammo, comps, stone boxes