131,849 Commits over 4,232 Days - 1.30cph!

4 Hours Ago
Phrase update
5 Hours Ago
Compile fix
5 Hours Ago
Implement boat decay
5 Hours Ago
Floating walkways - Fixed incorrect mesh in one of small plastic pieces. Simplified mesh colliders of remaining kit pieces.
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
more accurate colliders for conditional wall corners, added missing tag Deployvolumeignore on some corner prefabs
5 Hours Ago
merge from main
5 Hours Ago
lowering mboat floors bottom by 1cm to help prevent zfight from above blocks
5 Hours Ago
Replicate seat changes of naval_update branch
5 Hours Ago
Simplified collision on some floating walkway pieces, switched to box colliders
6 Hours Ago
wall frames and floor frames models and prefabs setup fixed double gibs on ramps
6 Hours Ago
naval_update -> pt_boat_turrets
6 Hours Ago
cherry picking from turret_animation_alignment_fix
turret_animation_alignment_fix -> naval_update
Fix rear turret animations from being played offset (set was putting itself at the wrong position)
Today
fixed some broken steam id issues on xmas wallpaper
Today
Take an initial 40% of buoyancy scale off as soon as a boat dies, so it starts sinking more quickly.
Today
assigned xmas2025 wallpapers new steam ids as the old ones are now in use
Today
merge from deep_sea
Today
Removed the fat sphere collider enclosing the casino in floating city 4 S2P
Today
Increased culling distance of floating walkways. Fixed z-fighting in supplies store. Rotated mannequin sign in supplies store. S2P and HLOD regeneration in FC 1-4 for floating walkway cull changes.
Today
Added floating city 4 to the deep sea
Today
merge from naval_update
Today
Reindeer antlers headband reposed
Today
Set deep sea wipe cooldown default to 1 hour (was 2)
Today
Reposed Outbreak Scientist
Today
Merge from parent
Today
merge from main, will need to re run skins
Today
Changing lr300 space skin settings to fix splitting of mesh in fbx
Today
christmas wallpaper textures and material
Today
colliders for core blocks custom normals finish on blocks that need it conditional corners setup + models
Today
Fix chandelier chain not scaling (stretching) correctly with Indirect Instancing
Today
Deepsea biome support for FoliageGrid/FoliagePlacement compute
Today
Possibly fixed cannon getting rotated when mounting while it's parented to something
- Minor polish pass on some front turret behaviour - Restored AI on rear turret, front turret still needs a little work so I can't merge yet
Today
Prevent unit cube bounds by always requiring at least one valid mesh for all LODComponents
Today
Removed old ballista colliders on cannon
- Fully client predict the front turret (new system allows me to get away with this) - Front turret lerps to the reconcile point rather than setting it (feels like crap otherwise) - Restored seat updates
Today
Fix mesh creation with border meshes Calculate instance offsets when LOD factor is updated Combine per LOD compute into singular dispatch
Rewrote the reload system
Today
Fix a MountedWeapon NRE Add a crosshair to the cannon and a better description
Strip back all of the turret code: - Simpler prediction/reconcilliation - Got everything back to working again (except reloads) - Support for both turret types as usual
Today
birthday balloon sounds
Today
Reposition door manipulator on casino elevator to be closer to door, required to reacquire door reference Reorder elevator entities in casino barge prefab to fix loading issues, entities are now in IO flow order
Today
merge from fix_cui_update_texture -> main
Today
Fix CommunityUI to replace the existing texture when a duplicate CRC is sent instead of destroying the texture, causing existing UI with that texture to break
Today
Re-enable "Force Deep Sea" in the GameSetup of each tropical island scene
Today
Enable the ConVar `force_scene_deep_sea` when the "Spawn Grass Placements" button is clicked in editor - doesn't fix the grass not spawning when SpawnFilter is set to DeepSea biome, but does ensure that "IsInDeepSea()" returns true while the grass is spawned