userJarryd Campicancel
reporust_rebootcancel

12,864 Commits over 2,345 Days - 0.23cph!

39 Days Ago
Merge from fog_fixes
39 Days Ago
Fixed some awkward interactions with the underground layer controller and deep sea toggle
39 Days Ago
Refactored fog of war into two separate sets of fog - mainland and deep sea This solves the hardcore mode and deep sea not coexisting as they both tried to write into the same fog images Re-enabled opening the map in hardcore/deep sea Added new server.deepseafogofwar convar, defaults to true on all game modes
39 Days Ago
Fixed deep sea fog not working on death screen correctly Fixed fog not calculating while in deep sea until the player opens the map at least once Possibly fixed fog revealing a couple of pixels on the other side of the world
39 Days Ago
Merge from parent
39 Days Ago
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39 Days Ago
Merge from map_work
39 Days Ago
Merge from small_ramp
39 Days Ago
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40 Days Ago
Set small ramp collider layer to Vehicle world, solves some clipping issues
40 Days Ago
Merge from parent
40 Days Ago
Possible MapView NRE fix
40 Days Ago
Fixed player placed markers not working in the deep sea The HUD compass will now no longer show a marker if it isn't the same zone as the player (ei. deep sea/mainland) This is applied across all markers - death, mission, team mates, etc
40 Days Ago
Merge from parent
40 Days Ago
Merge from fog_fixes
40 Days Ago
If the player isn't in the deep sea and they swap to it on the map, focus on the exit portal as that's most likely to have some revealed space
40 Days Ago
Fix NRE when spawning deep sea with no cities
40 Days Ago
Switch fog of war drawing to main thread, seems to resolve loading issues Don't allow fog updates until we've received the current state from the server
40 Days Ago
Add a PrefabInformation component to hull_square, hull_corner, hull_triangle and PlayerBoat so they appear on the death screen
40 Days Ago
Force initialise the bounds in DeepSeaPortal on the client, fixes compass marker pointing at the wrong point
40 Days Ago
Apply shelf 11708 from aron.s, fixes growable interactions in floating city
40 Days Ago
Fix being able to open farm door from below
40 Days Ago
Fixed small ramp getting destroyed when entering/exiting build mode
41 Days Ago
Mark small ramp colliders as r/w
41 Days Ago
Further restrict the amount of tutorial islands so they don't go too close to the deep sea bounds Down to 4 on a 2.5k map, 6 on a 4k map
41 Days Ago
Boilerplate for sawpping the foliage system out to a deep sea specific version Not currently working
41 Days Ago
Re initialise TerrainPhysics and update ColliderEx.GetMaterialAt to work with fake terrains
41 Days Ago
Merge from floating_cities
41 Days Ago
S2P FC 1,2,3
41 Days Ago
Added a new type of door that can be opened by dialogue but can also be opened by players when on the other side of door Solves players getting trapped for eternity in the floating city farm
41 Days Ago
Merge from parent (directory conflict for small_boat_crane, discarded the delete as it seems like this mesh is used on floating_city_3)
41 Days Ago
Merge from map_work
41 Days Ago
Fix a WaterVisibilty NRE when player dies Better behaviour for focusing the map on the player when switching between deep sea/mainland Fade in deep sea button, hide if deep sea is disabled
41 Days Ago
Add icon to switch between deep sea and regular maps on the death screen
41 Days Ago
Merge from main
41 Days Ago
Merge from parent
42 Days Ago
Merge from main
42 Days Ago
Merge from island_scenes
42 Days Ago
Add compass marker for leaving the deep sea
42 Days Ago
Fixed beach chair on tropical island 1 pickupable
42 Days Ago
Add images for the other tropical islands
42 Days Ago
Merge from parent
42 Days Ago
Merge from floating_cities
42 Days Ago
Don't allow players to interact with growable plants in the floating city if they haven't purchased access to the farm
42 Days Ago
Fixed negative box collider size on casino barge culling volumes Added new floating city map marker S2P FC 1,2,3
42 Days Ago
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
42 Days Ago
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
42 Days Ago
Merge from parent
42 Days Ago
Merge from project_hammer