130,549 Commits over 4,232 Days - 1.29cph!

Add proper null check when dismounting weapon seats
Today
Merge from parent
Today
Compile fix
Today
merge from boat_building
Today
Updating rf transmitter deploy animation
Predict reload syncvar
Today
Merged the initial dock & edit test to save us all the hassle of trying to dock boats.
- Apply head animations to be in reference to the starting head position/rotation
Today
blowpipe animation updates
Today
Merge: from spectate_dontfloodsnapshots - Fixes spectate not working in UsePlayerUpdateJobs 2 case Tests: tried to spectate occluded player
Today
Bugfix: Ensure initial player snapshot gets sent to spectator in UsePlayerUpdateJobs 2 case Tests: on craggy with UsePlayerUpdateJobs 2, took 2nd player behind a hill to occlude, then tried to spectate them - confirmed that the first snapshot got sent.
Merge from horse_medsyringe_healing
Fix mission event for healing using wrong prefab ID
Today
mini fridge corpse mesh
- Added a script to convert skinned mesh renderers to mesh renderers - Parking these extra changes right now (for a few days)
Today
Merge from parent
Today
viewmodel camera animations for rear 50cal
Today
merge from tax_convars_rename
Ensure the wind turbine transmission also rotates. Rotates in the opposite clock direction (as it would in real life)
Today
mini fridge added gibs and updated lods updated deploy and item prefabs adjusted slot count to 30 (temp needs gameplay pass) updated bounds update manifest
Today
Restored missing entities.RemoveAll in copypaste after filtering prefabs
Today
medical syringe viewmodel - made functional - added anim events - updated clip data - removed camera animation (for now)
main -> unskinned_windmill
Today
Fixed copypaste merge fuckery, restored copyboat commands
Fix broken diving goggles
Today
Update to crockery textures
Today
Null checks in UI_DropsController to prevent menu NRE when loading playground
Today
use a realmed trace for TriggerParent.HasObjUnderFeet so they don't freak out in-editor at speed
Today
Merge: from main
Today
Added helper functions to get boat building area player, boat, block and deployable counts. Switched a function which wasn't freeing lists correctly to use the helper functions.
Today
fixed boombox.static causing errors in conjunction with culling volumes now uses meshlod and a shadowproxy as it is an expensive object
Today
Merge from parent
Today
Merge from rpg_skin
Today
Birthday hat - Rebound skin mesh in the prefab, updated .item prefab reference and the vm settings
Today
static speargun prefab cleanup
Today
removed renderer batch on compound bow placed on non lodgroup type object
Today
gun display rack weapons wont cast shadows
Today
Renamed workbench tax convars to prevent loading old values from server configs workbench1TaxRate -> workbenchTaxRate1 workbench2TaxRate -> workbenchTaxRate2 workbench3TaxRate -> workbenchTaxRate3
Today
Fixed elevators losing power when power is plugged into a non power slot somewhere in the column
Today
Ghost ships now show a map marker Fixed rotation of deep sea island icons
Today
Merge from floating_cities
Today
S2P all FC's + HLOD
Today
Fixed some missing farm access dialogue
Yesterday
Missing file
Yesterday
Disable the disco ball light emitters entirely with a tight LOD range, saves around 200k triangles, 300 shadow casters and a few hundred batches
Yesterday
Merge from parent
Yesterday
HLOD will no longer modify LODComponents at runtime that are controlled by culling volumes These two systems were fighting for ownership of components which was resulting in some objects that should be culled being displayed, this would occur inconsistently as the HLOD staggers it's work over multiple frames but the culling volume is instant This commit doesn't actually fix the issue on prefabs, will require S2P and regeneration of HLODs on floating cities (and possibly other monuments)
Yesterday
Merge from hackweek_boxsorting (last UI pass)
Yesterday
Merge from box_sorting_ui
Yesterday
Merge from main