128,812 Commits over 4,201 Days - 1.28cph!

29 Days Ago
Added new emission features to the Standard (Specular Setup) shader and fixed a null ref
29 Days Ago
Serialize list of interfering turrets during save so we can restore the same state after restart
29 Days Ago
Add toggle for DepthOfField in workshop scene, add tooltips to all control toggles
29 Days Ago
Regenerate manifest
29 Days Ago
Added a generic await WaitForWarmedUp method in UI_Page
29 Days Ago
Fixed a tmp nre caused by UI_Page text caching
29 Days Ago
Added comments in store warmup methods
29 Days Ago
Anim updates for smg and l96
29 Days Ago
Rejigged barge prefabs to centre pivot at origin, fixed transforms in scene. Vert painted barge surfaces on supplies, farm, food market.
29 Days Ago
Convert prefab ship wires to new client IO wires, disable ship wires on the server in every variant.
29 Days Ago
Hooked up the custom emission mask UV tiling and offset and made the emission scroll velocity only show the X and Y fields
29 Days Ago
added some mannequin prefab variants for poses
29 Days Ago
merge from workshop_colourpicker -> main
29 Days Ago
fix compiler errors
29 Days Ago
centered pivot of security barge and refactored prefab hierarchy. Merged the prison sub prefab into the sec barge prefab as it was a bit redundant
29 Days Ago
Can attach boat AI to an existing RHIB Abstract out the bow and stern transforms to just Vectors (stops allocations for nothing)
29 Days Ago
Added optional blinking and scrolling features for emission on the standard shader
29 Days Ago
Merge from main
29 Days Ago
re added skeletonjail prefab
29 Days Ago
security prison lod distances and bug fixes. hanging tarp collision fixes. skeletonjail lods and prefab
29 Days Ago
placeholder halloween wallpaper skin assets
29 Days Ago
█▉▊██▄▉ ▄▅▅▊▄▍█▄ ▅█▄▉ ▊▋ ▇▊▆▊ ▋▋█▋▆▌▇▋▋ ▄█▊ ▇▆▋▄▅▆▆ ▆▅▅▆▍▌▇▄▉▊ ▌▅ ▍█▋▊▇▄▇ ▍▆▆▆▅, █▉█▅ ▋▌▊▉▄▇▄▉▊ █▉▌▌ ▌▌▅▌▌▉▆ ▉▊ ▇▍▌▆▄▍▌ ▍▋▇▇▆▆▊ - ▄▇▄▉▇▆▄ ▌▉█▅▇▇▅▇▊▄▆▉ ▅█▊▋▌▇▄▊ ▊▋ ▆█▊▉▅▅▉▌▍ ▍▆ ▊▉▇▇ ▅▊▊ ▋▊▅▇▅▊ ▅▆▇▉ - ▅▆▇▉▇▅▇▍ █▋▆▍▌▋▄▆ ▆▉▍ ▇█▋▋█▍▄▉▌▇▍█ ▍▋▍▊▋▊▋▆ ▇▄▇▊▌█▋▋
29 Days Ago
fixed incorrect name on LNY25 wallpaper folder, renamed temp halloween wallpaper, and rebuilt skins list
29 Days Ago
Casino barge prrefab
29 Days Ago
▇▇▌▊▊ ▉▋▄▊▊▊▍▅ - █▆▊▋▉█▄ ▅▇▍▌▆▆▆▍ ▊▍█ ▇▅▊▊▆▇▉▊█
29 Days Ago
Gesture menu now reliably waits for the store to be 100% warmed up before being initialised Pages cannot be warmed up twice when using the skip main menu warmup editor setting Refactored pages warmup
29 Days Ago
Manifest
29 Days Ago
Add ClientIOLineEditor to allow for creating lines without requiring an entity.
29 Days Ago
merge from hackweek_crosshair_customization
29 Days Ago
Setup cannon pitch rotation, fix client side ammo display not resetting.
29 Days Ago
floating city save cleanup of the floating walkways prefabs
29 Days Ago
big tidy up of wallpaper folder so each pack has its own icons, materials, textures and skin assets folder. Removed any old now unsued folders. Renamed pack folders to include date of creation. Rebuilt skins list
29 Days Ago
split floating walkway prefab into 4 separate ones, updated scene increased the no build zone to encompass all the level area
29 Days Ago
Rejiigged hierarchy for barge painting
29 Days Ago
Add huge 3d text to sails showing their current state (open/closed) until we have anims.
29 Days Ago
Added WIP mannequin prop
29 Days Ago
More sail setup to match art
29 Days Ago
shifted t1 workbench around
29 Days Ago
merge form meta_shift
29 Days Ago
Remove a previous client side visual rotation hack for sail now we have art
29 Days Ago
Player updates for M39 and spray can item updates
29 Days Ago
Sail fixes
29 Days Ago
More cleanup and removing old code.
29 Days Ago
merge from drone_storage_slot
29 Days Ago
Quick commit before vert painting barges
29 Days Ago
Missed some files
29 Days Ago
drone height limits matched with player helicopters, uses the same set of HotAirBalloon convars that are shared between player controlled air vehicles already
29 Days Ago
- Added optional independent tiling and offset for the standard shader's emission map. - Added an emission mask with its own tiling and offset to determine where the emission should appear on a surface. - Improved formatting for the emission section of the material editor.