129,599 Commits over 4,201 Days - 1.29cph!

8 Days Ago
added boat_construction_plans + boat_construction_plans_diff to differentiate itself from building plans colour more inline with icon
8 Days Ago
backpack unlock
8 Days Ago
Large backpack rarity
8 Days Ago
Play cannon fire fx when shooting the cannon, add effect recycle to cannon fx.
8 Days Ago
naval_update -> pt_boat_2
8 Days Ago
xmas ceilingpaper tweaks
8 Days Ago
Update: add a bunch of optimization TODO notes for UsePlayerUpdateJobs 2 Gathered from inspecting 330p server snapshot from a late-in-the-patch-cycle server. Will clean-up before merge. Tests: none, trivial merge
8 Days Ago
Fix cannonballs hiding the rpg prefab until they were moving rather than their own visuals. wtf
8 Days Ago
Add projectile info for cannonballs
8 Days Ago
iterations on the plank audio files
8 Days Ago
Added warhammer store page prefabs, using placeholder assets for now Added a scroll view to the store DLC page
8 Days Ago
RPG7 - adjusted weapon position on wild west DLC racks
8 Days Ago
texture import setting tweaks to xmas floor and ceilingpapers
8 Days Ago
RPG7 - weapon rack peg adjustment to fix clipping
8 Days Ago
RPG7 - world model collider and weapon rack adjustments
8 Days Ago
added gibs for the boat building platform and correct referenced them in .deployed prefab. fixed shading issues on platform
8 Days Ago
structure to query drag by angle from flattened pre-baked data (dummy data for testing)
8 Days Ago
edited vm rpg skin anims
8 Days Ago
Merge from boat_building
8 Days Ago
Fix steering wheel/mailbox issue (properly this time?)
8 Days Ago
enabled texture streaming (mips) on halloween wallpaper textures
9 Days Ago
Merge from parent again
9 Days Ago
moved rotation guides on wallpaper guides to the top so they're visible with new guide shader
9 Days Ago
merge from Project_Hammer
9 Days Ago
Fixed NRE on boot caused by chicken coops
9 Days Ago
artist pack branch
9 Days Ago
Buildfix: add missing CLIENT guards Tests: build all configs locally
9 Days Ago
Revert rotations on guide mesh now that the animation is fixed
9 Days Ago
updated anchor.deployed to now properly reference anchor gibs
9 Days Ago
wip xmas ceilingpaper
9 Days Ago
Fix steering wheel id
9 Days Ago
anim update based on feedback
9 Days Ago
9 Days Ago
Merge from parent
9 Days Ago
Merge from boat_building
9 Days Ago
Merge from steering_wheels_fix
9 Days Ago
merge from main
9 Days Ago
Merge: from analytics_queue_rewrite - New analytics uploading backend, disabled by default (analytics.usev2) - New debug vars - analytics.log and analytics.dryrun Tests: unit tests, used both old and new analytics backends and monitored logs
9 Days Ago
Sail gibs
9 Days Ago
Updating small ramp rig skinning
9 Days Ago
disabling shadow casting on late LODs of casino CH47
9 Days Ago
boat small ramp anims exported at origin
9 Days Ago
disabled shadow casting on barges LOD1 and up, same for security tower as its shadows are barely visible after first cascade
9 Days Ago
Merge from parent
9 Days Ago
Increase grass distance max clamp
9 Days Ago
Add overrides for the last few LODs in the interior of the ghost ship so they cull correctly Mark a bunch of LOD materials on the ghost ships as GPU instanced for better batching Mark some lower LODs as not shadow casting
9 Days Ago
Added deep sea "biome" for: - Color grading - MaterialConfig This works different than other biomes: - The deep sea "biome" is never blended with other biomes, as it's a separate instance - This is helpful, since the terrain biome map only has 4 channels (+ the absence of any of the channels, which is jungle) - Code has already been added for special handling of the deep sea for weather and some shaders, both of which have different logic than just blending in another biome - Best way to picture the deep sea "biome" is as a "biome layer" that toggles to an entirely different set of weather and terrain / ocean configs, as set up by Jake, Petur and Brian - It still needs to show up in some systems that allow for customization per biome, like color grading and MaterialSetup, possibly others (tbd) - The deep sea biome is not patched into the shader code, since we never lerp between it and the other biomes (avoiding the additional overhead for our already-complex shaders) - Since the deep sea uses an entirely separate terrain and water config, neither of those systems need to blend the deep sea with the other biomes either - The deep sea terrains can use entirely custom splats (currently using 2 distinct sand splats) - Technically deep sea terrain could use their own 5 biome layers which could be entirely different from the ones of the main terrain (hence the "biome layer" analogy) Shelved all the shader code since I originally implemented all of it as I did for jungle before I realized it's all bullshit for this
9 Days Ago
Don't generate navmesh on deep sea islands if AI.move is false, will generate it if set to true afterwards like other AI spawners
9 Days Ago
NRE fix for wiping islands without FoliageGrid initialized