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137,856 Commits over 4,505 Days - 1.28cph!

10 Months Ago
Ensure players are properly killed
10 Months Ago
Moved Small_Ramp folder to Deployable/BoatBuilding Created small ramp deployable and item Created convex colliders for base section Applied Door component, generated icon, applied gibs
10 Months Ago
Dont do any clipping checks for AI on the PT Boat and RHIB
10 Months Ago
Add new ClippingCheckAiMode to BaseVehicle.Server Let's us skip clipping checks for AI, or apply to both AI and players
10 Months Ago
Changed how rockets and flares get added to the attack heli when using fixcars command: Fixcars 1 -> Inserts 1 row of flares Fixcars 2 -> Inserts 1 row of flares and HV Fixcars 3 -> Inserts 1 row of flares, HV and Incen Fixcars (with no parameters) -> Gives flares and HV's (behaviour remains the same)
10 Months Ago
Splats
10 Months Ago
merge from vclouds_demo_timescale_fix
10 Months Ago
fix cloud movement hitching in timescaled demo
10 Months Ago
merge from construction_guide_missing_normal_maps
10 Months Ago
fix some construction guides missing normal maps
10 Months Ago
Progress
10 Months Ago
Helicopter Balance pass: Flares - removed the ability for passengers to manually throw flares from helicopters - added flares to minicopter & scrappie - hot air balloon can cut engines to avoid homing missiles (after 5s of engine being off)
10 Months Ago
merge from fix_ghost_ship_parenting -> naval_update
10 Months Ago
Add a couple of `parent.ShouldChildrenInheritNetworkGroup()` that were missing beside existing `ShouldInheritNetworkGroup()` calls - should fix NPCs parented to ghost ships being global networked instead of local
10 Months Ago
merge from vclouds_amd_seam_fix
10 Months Ago
fix vertical seam in vclouds weather map on AMD
10 Months Ago
merge from ui_overhead_optims
10 Months Ago
Fixed shockbyte popup icons not being marked as dynamic
10 Months Ago
merge from main
10 Months Ago
fixed issue with metal detector anims
10 Months Ago
Big sidetrack experiment, changing parenting/parent behaviour everywhere
10 Months Ago
Enabled map back in the deep sea Its half working, only shows the islands for now
10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
Codegen
10 Months Ago
More deep sea logs Added tree count to deepsea.printentitycount
10 Months Ago
Assigned main island global network group to chinook, chinook scientists and cargoship
10 Months Ago
Added avoidDeepSeaPortal and avoidDeepSea parameters to TerrainMeta::RandomPointOffshore - Chinook avoids the deep sea playable area when egressing and spawning - Cargo avoids the deep sea playable area AND deep sea portal side when spawning (egressing changes to come) Added CH47HelicopterAIController.dropCrate command to force chinooks to leave
10 Months Ago
Remove duplicate entity from PlayerBoat prefab that I just spent 2 hours trying to fix in code.
10 Months Ago
Mesh fixes and tweaks for the CH47 casino variant
10 Months Ago
collision fixes on barge oil rig legs prison security tower
10 Months Ago
Hook new scientist bullet trail, helps players get more spatial awareness with longer lasting trails
10 Months Ago
Scientist will rush players that are undergeared more often, instead of playing too defensive against bows
10 Months Ago
Add buoyancy wave amplitude for ghost ships, set it to 40% for now.
10 Months Ago
Chinook avoids the deep sea side when randomising its spawn position
10 Months Ago
merge from shore_vectors
10 Months Ago
sending client RPC to a player when entering the deep sea, currently only used to reset deepsea terrain texturing data
10 Months Ago
Editor force on helicopter compile fix
10 Months Ago
RPG7 - Texture & material update, icon
10 Months Ago
rpg skin vm animations edited
10 Months Ago
binoculars refresh world model/LODS (might need tweaking) and viewmodel materials and textures
10 Months Ago
un-gate indirect instancing for testing purposes
10 Months Ago
Fix build by scrapping the function pointer idea.
10 Months Ago
Merge: from baseplayer_vis_nre - Simplified how debug.invis works - Reimplemented how global.spectate and spectateid work - spectator no longer parents to the spectated player - Tightened existing debug logs around mystery baseplayer NRE. This eliminates a source of potential NREs related to players spectating others, but doesn't outright forbid them Tests: 2p sesions on Craggy, one player spectates other - killed scientist with AK(hs audio replicated), helicopter fly around, motorbike ride around, noclipped outside of usual network range and back, cycled invis, left the server and returned - no issues. Tried debug camera.
10 Months Ago
- prefab naming now matches - removed textures folder and placed textures in materials folder as per other assets
10 Months Ago
merge from physics_pass_two
10 Months Ago
playerboat wavePID balance
10 Months Ago
merge from editor_force_on_helicopter - resolved merge conflict
10 Months Ago
check boat engine state instead of driver state for enabling correction forces (playerboats are powered without someone at the helm)
10 Months Ago
Merge: from main
10 Months Ago
Update: Add a safety guard to DestroyOnClient to avoid destroying client's local player Tests: 2p session on craggy (though there's no case in vanilla where this can happen)