160,198 Commits over 4,566 Days - 1.46cph!

1 Year Ago
Fixed some awkward interactions with the underground layer controller and deep sea toggle
1 Year Ago
Refactored fog of war into two separate sets of fog - mainland and deep sea This solves the hardcore mode and deep sea not coexisting as they both tried to write into the same fog images Re-enabled opening the map in hardcore/deep sea Added new server.deepseafogofwar convar, defaults to true on all game modes
1 Year Ago
merge from fix_portal_clamping -> naval_update
1 Year Ago
Fixed deep sea fog not working on death screen correctly Fixed fog not calculating while in deep sea until the player opens the map at least once Possibly fixed fog revealing a couple of pixels on the other side of the world
1 Year Ago
initial potentially better implementation of screen-space/contact shadows, doesn't work yet
1 Year Ago
Handle FoliageSpawns recreating in deepsea Don't stomp activeTerrains when recreating foliage buffers Fix incorrect terrain size in tropical3 prefab
1 Year 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
1 Year Ago
Merge from parent
1 Year Ago
System uses burst cloth instead of unity physics Set up generic circle charm with burst cloth
1 Year Ago
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1 Year Ago
Baseline from hackweek prototype
1 Year Ago
Merge from map_work
1 Year Ago
Merge from small_ramp
1 Year Ago
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1 Year Ago
merge from optimize_reduce_dynamic_occlusion -> main
1 Year 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
1 Year Ago
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1 Year Ago
Paintball Gun - updated blockout mesh after animation feedback
1 Year Ago
Null check playable graph when setting animator controller
1 Year Ago
merge from playable_fixes
1 Year Ago
Add HideZeroWeightEdges toggle to playable graph tooling to make it easier to inspect bloated 100+ node graphs.
1 Year Ago
Merge from boat_building
1 Year Ago
Merge from health_rework
1 Year Ago
Fixes
1 Year Ago
scientist_boat_fixes_3 -> naval_update
1 Year Ago
Drop rhib group spawn count from 12 to 7: 15 less scientist rhibs will spawn as a result.
1 Year Ago
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1 Year Ago
Projectiles
1 Year Ago
scientist_boat_fixes_3 -> naval_update
1 Year Ago
Add support for different crosshair modes on projectile weapons. Always show, or only show under conditions: - Standard - ^ + when aiming - ^ + when reloading - Always
1 Year Ago
merge from buoyancy_deepunderwater_fix
1 Year Ago
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
1 Year Ago
Fix playable graph IK issues
1 Year Ago
scientist_boat_fixes_3 -> naval_update
1 Year Ago
Retain group id between saves
1 Year Ago
fixed clip check
1 Year Ago
Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
1 Year Ago
added physic impact sounds for the PT boat
1 Year Ago
scientist_boat_fixes_3 -> naval_update
1 Year Ago
stupid pooling fix
1 Year Ago
Dont save the ghost ship hackable crate. Stops save nre
1 Year Ago
merge from ai_vehicle_clipping_check_optim
1 Year 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
1 Year Ago
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1 Year Ago
merge from naval_update/deep_sea
1 Year Ago
Applied prefabs. Dummy coord fixes.
1 Year Ago
Re-route setting animator states to playable animation controller
1 Year Ago
scientist_boat_fixes_3 -> naval_update
1 Year Ago
Compile fix