136,352 Commits over 4,324 Days - 1.31cph!

3 Days Ago
Merge from main
3 Days Ago
Fix some weirdness with how missions were first getting loaded from player state on player entered game Expand log if loaded objective count data is wrong
3 Days Ago
6 million microadjustments to the sky/weather to compensate for the black crush fix.
3 Days Ago
merge from spinner_wheel_standard_material - switched spinner wheel over to metal smooth (and notified skinner community)
3 Days Ago
Attempt to fix release build crash with Indirect Instancing enabled by avoiding (potentially buggy) NativeBitArray altogether.
3 Days Ago
removed imported blank windmill materials, re-linked gibs to used materials, fixed material slot on gibs on windmill
3 Days Ago
Fixing more rotational errors
3 Days Ago
Fixing rotational errors for gesture anims
3 Days Ago
talking animation polish pass
3 Days Ago
Merge: from main
3 Days Ago
pt boat engine audio loop tweaks
3 Days Ago
Fix issues with clearing missions when resetting player state
3 Days Ago
Another attempt at fixing npcs going through tropical ruins doors
3 Days Ago
merge back updated tropical1
3 Days Ago
Adding v4 fall anim
3 Days Ago
Added additional data to the shadow preset performance results
3 Days Ago
fix balloon LOD not dynamic (text disappearing on boats)
3 Days Ago
Fix tropical1 floating: Offset everything by terrain + overgrowth, move prefab transform back to 0
3 Days Ago
3p handcuff captive holdtype override controller and anims updated
3 Days Ago
Adding v4 door kick anim
3 Days Ago
Rebake trop1
3 Days Ago
merge from naval_update
3 Days Ago
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3 Days Ago
Adding mixamo to v4 anim transfers
3 Days Ago
Fix some traces not being added in the correct category of the npc visual debugger
3 Days Ago
Merge: from leavedeepsea_teleport_fix - Bugfix: using leavedeepsea should no longer cause random bugs/random wake up positions Tests: went on to a ghostship, then used leavedeepsea
3 Days Ago
Codegen
3 Days Ago
Bugfix: unparent player if running leavedeepsea This fixes player waking up in random location, potentially being killed for going out of bounds Tests: on Craggy, went up to ghostship top and used leavedeepsea couple times
3 Days Ago
- When sniped, make scientists hide before returning fire - Fix scientists ignoring sounds in some contexts (all scientists properly go into hiding even if the sniper shot missed them)
3 Days Ago
merge from main -> mortar_prototype
3 Days Ago
added new pickup sound for coconut
3 Days Ago
Skip food detection on scientists
3 Days Ago
Shader preset balancing pass
3 Days Ago
Subtract 141985 (merge from client_parenting_callback_fix)
3 Days Ago
Merge from naval_update
3 Days Ago
Rename a cannon collider to fix duplicate warning
3 Days Ago
Fully cancel pt boat turret reload if someone jumps off whilst its reloading
3 Days Ago
Merge from naval_update
3 Days Ago
Merge from deesea_alarm_component_remove
3 Days Ago
Commit dev.sand.mat because it's always popping up
3 Days Ago
Remove sussy muzzle flash effect on deep sea alarm effect prefabs
3 Days Ago
main gesture set and rps anim updates
3 Days Ago
Merge from analytics_warning_fix
3 Days Ago
Fix unreachable code causing compiler warning in AnalyticsManager
3 Days Ago
Merge from naval_update
3 Days Ago
Merge from naval_missions
3 Days Ago
Fix error when speaking to a NPC to complete a mission if that mission has no rewards General cleanup of associated code
3 Days Ago
Merge from main
3 Days Ago
Updating skinning for horse costume
3 Days Ago
merge from non_convex_col_cleanup