132,497 Commits over 4,232 Days - 1.30cph!

Yesterday
merge from naval_update
Yesterday
Fixed client/server serialized field mismatch in SteeringWheel and TreeManager
Yesterday
merge from main
Yesterday
merge from field_mismatch_fix
Yesterday
Fixed CLIENT only serialized field in UI_Store
Yesterday
Fixed blank picture frame in casino not culling at all Fixed parasol on casino deck not culling at all
Yesterday
Add screenshake to the front and rear turret so they don't feel lifeless
Yesterday
Fixed SERVER only serialized field in BaseCombatEntity
Yesterday
merge from main/naval_update
Yesterday
merge from naval_update/deep_sea
Yesterday
merge from deep_sea
Yesterday
Merge from parent Had conflicts on all city scenes and casino barge prefab, seemed to resolve automatically
Yesterday
Restored the rotate to zero before reloading
Yesterday
Removed mission position generator validation method, now just uses the position generation method (both methods were doing very similar things) and stores these generated points for if we eventually accept this mission. Check if objectives are valid before proceeding. Objectives can now use those generated points to check if a mission is valid before the mission has started.
Yesterday
Also include player parented to ladders in GetPlayersOnBoat
Yesterday
Reapply on the right prefab this time
Yesterday
Suntract 137986, applied changes to wrong asset
Yesterday
Move the gibbable component on the anchor to the art root as it has the 180 degree rotation
Yesterday
Fix workshop skins not loading when Indirect Instancing is enabled
Yesterday
Fixed GetEntityToTeleport not finding the parent vehicle when standing on ramp or planks (happened when running the enter and leave commands)
Yesterday
Fixed mount animation playing when swapping weapons while mounted
Yesterday
Manually copied over the texture changes from rhib_fixes and fixed the baked in map material on the rhib
Yesterday
Fixed player standing on boat ramps and planks ending in limbo when crossing the deep sea portal The boat was teleported but not the player Added GetPlayersOnBoat in BaseBoat
Yesterday
Fix mounted weapon show/hide NRE
Yesterday
Merge from parent
Yesterday
Fix CullingVolume LodGroup warning
Yesterday
Set AI turret max shoot distance from 200 -> 75 meters
Yesterday
Bring back turret aim lerping
Yesterday
More value tuning
Yesterday
Match LOD settings on new scientist outfit
Yesterday
merge from naval_update
Yesterday
Implementing a few suggestions from Graham: - Move reconcilliation to Update loop - Transform pivot angle relative to transform space rather than world space - Make all of my reoncilliation/update use sensible values - Variable everything
Yesterday
merge from ah_trajectory_mismatch_fix
Yesterday
Don't run the steering wheel angle calculation if a player isn't mounted to a steering wheel
Yesterday
FIxed the sail deploy guide test not taking into account the players custom rotation
Yesterday
GPU crash fix, NaN check in cloud raymarch
Yesterday
Merge from boat_building
Yesterday
And include the player animation controller, that's kinda important
Yesterday
Merge from boat_steering
Yesterday
floor & floor.triangle snap directions
Yesterday
Adjusted frame range of steering anim, had 10 frames of no animation at end
Yesterday
Add validation between lighting the fuse and firing the cannon.
Yesterday
merge from islands to naval
Yesterday
Merge from parent
Yesterday
Merge from parent
Yesterday
Re-enable dynamic occlusion pausing by default again
Yesterday
merge from main -> fix_dynamic_occlusion_pausing
Yesterday
Rework target snapping so it can support triangles - a block can now provide snap directions. Added IPlacementDirectionProvider.
Yesterday
merge from icon_renderer_path -> main
Yesterday
Allow path to be overwritten for PropRenderer - allows it to skip the "update the item's icon"