135,975 Commits over 4,293 Days - 1.32cph!

15 Days Ago
Fix building plan appearing untextured in 3rd person when deploying certain items generic_deploy now uses the same setup / viewmodel as the regular planner
15 Days Ago
Reimplement deep water checks in batched buoyancy
15 Days Ago
boat_planner_new_icons -> main
15 Days Ago
Add Lewis's new icons for Boat Building Parts: - Low Wall Barrier - Low Cannon Wall - Low Wall
15 Days Ago
Add "enabled" key to util.GetSunInfo Try to fix IMaterial:GetShader on Linux SRCDS * By storing the shader name on the material, instead of relying on the shader system on dedicated server
15 Days Ago
more prefab setup
15 Days Ago
Fixed boat building planner worldmodel showing regular planner on LOD1 and LOD2
15 Days Ago
Update: runtime_profiler - track pre_lateupdate times It's a category with a bunch of unity internal work that can take a non-trivial amount of time. Should make it easier to identify source of degradation. Tests: dryrun of analytics in editor with runtime_profiling 1
15 Days Ago
main -> naval_update
15 Days Ago
deepsea_disable_drone -> main
15 Days Ago
Stop players from being able to attempt to buy from vending machines in the Deepsea This was allowed before - resulting in drones getting stuck at the border
15 Days Ago
Fix island scientists roaming into the water, make sure to use world space position not navmesh space, fix bug where navmesh space was used to check if a position was inside a world volume
15 Days Ago
Remove Physics Projectile layer from all parenting triggers on all ghostship variants Was causing thrown grenades and C4 to freak out
15 Days Ago
Ornate Frame Setup
15 Days Ago
added metal box corpse
15 Days Ago
worldmodel, projectile and entity prefab set up
15 Days Ago
Merge: from useplayertasks_removegroupoccludee_nre - Bugfix: patch exception from double add of occlusion group member. OcclusionValidateGroups to validate if groups are correct Tests: various 2p scenarios - being close, far, outside of range, teleports
15 Days Ago
Update: add OcclusionValidateGroups servervar - also replaced the conditional log with a logerror, to make sure we spot it - codegen Couldn't reproduce the issue locally, so I'm missing something, including whether it was a false-positive or not. This should help check every bad case and confirm whether the issue is legit or not Tests: used the command in a couple scenarios - players close, players far, players outside of network range, with invis on/off
15 Days Ago
merge from naval_update
15 Days Ago
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15 Days Ago
Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
15 Days Ago
merge from SmallRamp_Deploy
15 Days Ago
Anchor load fix
15 Days Ago
boatai_cleartarget_fix -> main
15 Days Ago
Fix second entry point for a recursive AI state in OnTargetClaimAvailable Fully rely on PursuePlayer to do a sucessful switch over of target/state logic.
15 Days Ago
Update: replace throw with a devbuild-conditional error log This is a cirtical code path, so we can't interrupt it or we'll corrupt global state. Think I see where the problem is coming from, will attempt to fix next Tests: none, trivial change
15 Days Ago
Initial viewmodel setup - viewmodel prefab updated - anim events added - ironsights re-positioned - rig (with hands) re-exported - anims re-exported at origin
15 Days Ago
Fix pool leak in TimedExplosive
16 Days Ago
Merge: from main
16 Days Ago
boatai_clartarget_fix -> main
16 Days Ago
Only let the claimant boat give up the target. Behaviour isn't as good but prevents the recursive nature of forwarding claims.
16 Days Ago
removed unused bakelod material
16 Days Ago
updated materials with spec removed bakelod textures again removed metallic again
16 Days Ago
last change didn't agree with material change - fixed missing spec textures
16 Days Ago
sks world model update - no longer uses bakelod and bakelod textures - removed bakelod textures and materials - textures now spec/gloss workflow instead of metallic - removed old metallic texture sets & updated materials
16 Days Ago
vineswing anims exported/added to player aniamtion controller for player rig v4
16 Days Ago
merge from main
16 Days Ago
merge from main
16 Days Ago
Changed the names of the decal layer textures on the Standard shader to match the names used on the StandardWithTwoDecal shader as this is needed for the painting system to work correctly
16 Days Ago
Removed test cubes from CraggyIsland
16 Days Ago
ghostships - fixed some zfighting with wood planks
16 Days Ago
merge from main
16 Days Ago
merge from naval_update
16 Days Ago
merge from lifestory_snake_fix
16 Days Ago
Merge from standard_shader_decal_layers
16 Days Ago
Merge from main
16 Days Ago
Run InitTreeGrid again in PostServerLoad on TreeManager, ensures that any trees that were loaded after the TreeManager during the save/load process are serialised and sent out to players correctly Fixes tree billboards in deep sea not rendering properly after a save/load
16 Days Ago
Make low res heightmap size dynamic to handle different terrain sizes
16 Days Ago
Merge from main
16 Days Ago
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