160,235 Commits over 4,566 Days - 1.46cph!

10 Months Ago
merge from naval_update
10 Months Ago
merge from sprinkler_vis_refactor
10 Months Ago
Remove mobile splashables from mobilePositions when deregistering
10 Months Ago
merge from naval_update
10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
Merge: from main
10 Months Ago
boogieboard ejectorseat and raft idle updates
10 Months Ago
rigged wallpaper and intial setup. Need martyn to look at
10 Months Ago
Fixed buoy material reverting to green because of RendererLOD, switched to MPB too
10 Months Ago
set up steam items for scientist and heavy scientist plushies, fixed invisible world model and wrong collision on heavy scientist plushie, fixed missing world model outline on scientist plushie, fixed repair and pickup references on both
10 Months Ago
Moved boat shop vendor up in FC3 to fix leg clipping. Ran S2P.
10 Months Ago
Increased deep sea buoy flare LOD distance
10 Months Ago
Fix a couple of bugs with boat health after loading
10 Months Ago
Last deep sea wipe alarm now loops
10 Months Ago
Added detail normal wrinkles to paintable canvas mat, changed lodgroup to rendererlods on frameless canvas prefabs
10 Months Ago
Fix respawn position issue when boats are saved during dying
10 Months Ago
Increased deep sea exit portal map marker size
10 Months Ago
set frame textures to 2k
10 Months Ago
Portal buoy lights change depending on deep sea state
10 Months Ago
Merge from boat_inside_test
10 Months Ago
merge from main
10 Months Ago
merge from naval_update
10 Months Ago
Set the new ramp colliders to wood material
10 Months Ago
merge from ScientistPlushie
10 Months Ago
merge from HeavyScientistPlushie
10 Months Ago
Fix foliage placement orientation on rotated islands
10 Months Ago
Merge from naval_update
10 Months Ago
More accurate shootable collision on small ramp
10 Months Ago
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10 Months Ago
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10 Months Ago
Merge from naval_update
10 Months Ago
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10 Months Ago
Merge from main
10 Months Ago
Merge from sprinkler_vis_refactor
10 Months Ago
SceneToPrefabTag can now be used on LOD components that are are part of a CuillingVolume to ensure they are part of the final generated HLOD mesh Fixed an order of execution issue with CullingVolumes and LODMasterMesh when an entity with these components was spawned as part of map load (likely only an editor only issue), resulting in LODComponents getting toggled before they are initialised, which would cause the LOD to fall back to default bounds and consider itself small Fixed a couple of curtain prefabs in the casino that were broken The exterior curtain now appears in the HLOD mesh S2P all floating cities
10 Months Ago
Add profiling marker to terrain render
10 Months Ago
merge from main
10 Months Ago
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10 Months Ago
merge from naval_update
10 Months Ago
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10 Months Ago
Reworked DeepSea buoys to adhere to Flavien's different states. Made them long distance visible.
10 Months Ago
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10 Months Ago
Move development build logs into a convar instead (to give us more control of when we want to print) Codegen
10 Months Ago
Shutter Frames WIP
10 Months Ago
More potential crash fixes to do with model flexes Scale JIGGLE_IS_BOING jiggle bones with bone scale
10 Months Ago
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10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
merge from naval_update
10 Months Ago
Removed unused sprite added by error
10 Months Ago
- tweaked holster position - tweaked lod group settings - removed uneeded worldmodel prefab