136,202 Commits over 4,444 Days - 1.28cph!

8 Months Ago
initial potentially better implementation of screen-space/contact shadows, doesn't work yet
8 Months Ago
Handle FoliageSpawns recreating in deepsea Don't stomp activeTerrains when recreating foliage buffers Fix incorrect terrain size in tropical3 prefab
8 Months Ago
Clamp position to the output portal when teleporting to and from the deep sea - primarily fixes running enterdeepsea causing you to teleported to middle of deep sea because it didn't clamp the distance from portal
8 Months Ago
Merge from parent
8 Months Ago
System uses burst cloth instead of unity physics Set up generic circle charm with burst cloth
8 Months Ago
Baseline from hackweek prototype
8 Months Ago
Merge from map_work
8 Months Ago
Merge from small_ramp
8 Months Ago
merge from optimize_reduce_dynamic_occlusion -> main
8 Months Ago
Remove the IsEntityDynamic() override in CookingWorkbenchBBQ because that is not the normal BBQ :( - don't worry about normal bbq anyways, it was already static and seemed to work fine with occlusion
8 Months Ago
Paintball Gun - updated blockout mesh after animation feedback
8 Months Ago
Null check playable graph when setting animator controller
8 Months Ago
merge from playable_fixes
8 Months Ago
Add HideZeroWeightEdges toggle to playable graph tooling to make it easier to inspect bloated 100+ node graphs.
8 Months Ago
Merge from boat_building
8 Months Ago
Merge from health_rework
8 Months Ago
Fixes
8 Months Ago
scientist_boat_fixes_3 -> naval_update
8 Months Ago
Drop rhib group spawn count from 12 to 7: 15 less scientist rhibs will spawn as a result.
8 Months Ago
Projectiles
8 Months Ago
scientist_boat_fixes_3 -> naval_update
8 Months Ago
Add support for different crosshair modes on projectile weapons. Always show, or only show under conditions: - Standard - ^ + when aiming - ^ + when reloading - Always
8 Months Ago
merge from buoyancy_deepunderwater_fix
8 Months Ago
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
8 Months Ago
Fix playable graph IK issues
8 Months Ago
scientist_boat_fixes_3 -> naval_update
8 Months Ago
Retain group id between saves
8 Months Ago
fixed clip check
8 Months Ago
Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
8 Months Ago
added physic impact sounds for the PT boat
8 Months Ago
scientist_boat_fixes_3 -> naval_update
8 Months Ago
stupid pooling fix
8 Months Ago
Dont save the ghost ship hackable crate. Stops save nre
8 Months Ago
merge from ai_vehicle_clipping_check_optim
8 Months Ago
account for ClippingAiChecks another level up in BaseVehicle to avoid running an OverlapBox query in cases where we wouldn't run any mounted clipping checks anyway
8 Months Ago
merge from naval_update/deep_sea
8 Months Ago
Applied prefabs. Dummy coord fixes.
8 Months Ago
Re-route setting animator states to playable animation controller
8 Months Ago
scientist_boat_fixes_3 -> naval_update
8 Months Ago
Compile fix
8 Months Ago
scientist_boat_fixes_3 -> naval_update
8 Months Ago
Fix margin check in wander state
8 Months Ago
Support boat debug ddraw convars on server
8 Months Ago
PlayerBoat.CalculateHealth() now takes the value of each block's actual health, not their defined ContributingHealth
8 Months Ago
BoatBuildingBlock takes it's MaxHealth from the ContributingHealth, not the construction grade. Blocks now show correct initial health values in edit mode.
8 Months Ago
Disabled deep sea portals debug by default
8 Months Ago
Give a whole second before spawning scientists
8 Months Ago
merge from naval_update
8 Months Ago
merge from industrial_pipe_batching -> main
8 Months Ago
merge from npc_PlayerSyncCycle_optim