160,194 Commits over 4,566 Days - 1.46cph!

1 Year Ago
More predictable behaviour. Attempt to prevent it from breaking 20% of the time
1 Year Ago
Removed extra obsolete LODgroup from mannequin prefabs
1 Year Ago
Fix menu player being borked - dont need playables there
1 Year Ago
playables_fixes -> naval_update
1 Year Ago
Updated Rear Single 50 Cal Model to fix shading error
1 Year Ago
Fixed broken LODgroup references in mannequin prefabs due to hierarchy change
1 Year Ago
playables_fixes -> naval_update
1 Year Ago
Fix hold poses being screwed
1 Year Ago
Dont setup the playable graph for ragdolls. Stops an NRE when getting near a ragdolled player or killing one
1 Year Ago
Updated Flashlight Remake Folders to Follow Other Remake Folder Structures
1 Year Ago
merge from Halloween_25_Update
1 Year Ago
Possible MapView NRE fix
1 Year Ago
sequential commit on paintball_gun rename
1 Year Ago
added underscores to spaces in paintball_gun work files
1 Year Ago
Beenie hat repose
1 Year Ago
Test run the manifest with my latest improvements, commit manifest file and changed .meta files This removed incorrect entity labels on 404 entities
1 Year Ago
Test run the entity label cleaner, removed leftover entity labels from 47 prefabs that are no longer entities
1 Year Ago
Also include cleaning leftover GlobalBroadcast labels in the tool
1 Year Ago
merge from boat_building
1 Year Ago
Merge from parent
1 Year Ago
Fixed player placed markers not working in the deep sea The HUD compass will now no longer show a marker if it isn't the same zone as the player (ei. deep sea/mainland) This is applied across all markers - death, mission, team mates, etc
1 Year Ago
Merge from parent
1 Year Ago
Merge from fog_fixes
1 Year Ago
If the player isn't in the deep sea and they swap to it on the map, focus on the exit portal as that's most likely to have some revealed space
1 Year Ago
Fix NRE when spawning deep sea with no cities
1 Year Ago
Switch fog of war drawing to main thread, seems to resolve loading issues Don't allow fog updates until we've received the current state from the server
1 Year Ago
merge from naval_update/deep_sea
1 Year Ago
merge from deep_sea/billboards
1 Year Ago
Reduced main island billboard default scale, tweaked fog
1 Year Ago
Added a billboard for the main island when you're in the deep sea
1 Year Ago
scientist_boats_gameplay_2 -> naval_update
1 Year Ago
Dont turn the leg animators on for NPCs - its glitchy right now
1 Year Ago
Add PT loot spawning
1 Year Ago
merge from naval_update
1 Year Ago
Do RHIB/PT Boat loot spawning from static spawn methods instead
1 Year Ago
1 Year Ago
scientist_boats_gameplay_2 -> naval_update
1 Year Ago
Compile fixes
1 Year Ago
Fixed somne bugs with scientist boat oil rig manager
1 Year Ago
Mark TC as static
1 Year Ago
A group of scientist boats will now spawn at large oil rig: - On puzzle reset we will check how many are at oil rig and ensure we are <= 3 - If not captured these boats will be deleted on save/load - Will stay around oil rig in a 100 meter radius
1 Year Ago
Tweaked deep sea fog
1 Year Ago
Prevent open and close commands when the deep sea is busy (opening or closing)
1 Year Ago
Fix negative displacements being clipped Scale vector by radius after sample Clamp to avoid any extremes Falloff by distance from centre of mesh and scale of mesh Displace only when vector does not cross centre of mesh
1 Year Ago
Don't parent the exit portal, to keep it consistent with entrance portal
1 Year Ago
merge from cannon_animation_fixes
1 Year Ago
Setup playable graphs in on enable, fixes broken initial states and no longer crashes.
1 Year Ago
Set additional entities as static so industrial adapters & codelocks parented are also considered static - furnaces / ovens (exclude BBQ because they open & close) - fridge - lockers - codelocks themselves (was accounting for doors but not the codelocks individually)
1 Year Ago
merge from main -> optimize_reduce_dynamic_occlusion
1 Year Ago
Add a PrefabInformation component to hull_square, hull_corner, hull_triangle and PlayerBoat so they appear on the death screen