160,165 Commits over 4,566 Days - 1.46cph!

1 Year Ago
merge from ui_overhead_optims
1 Year Ago
Fixed a bunch of scaled texts not marked as non static - main menu workshop dropdown items - vendor listings - shockbyte modal
1 Year Ago
Merge from parent
1 Year Ago
script updated mesh
1 Year Ago
merge from main
1 Year Ago
Revert cargo global network group to Default (from MainIsland)
1 Year Ago
Add AlignLocalPlayerTurretRotation to force the local players player model to conform to the same rotation lock as replicated players/ai
1 Year Ago
Codegen
1 Year Ago
Add Hand IK targets (disable when reloading) Fix front turret flapping around Fix front turret being able to clip into the floor of the boat Move player slightly further away from rear turret
1 Year Ago
primitive large lootbag halloween loot update
1 Year Ago
Disable MarkAttackerHostile on 20 static entitites found in floating cities
1 Year Ago
Fix hips staying locked when moving the turrets up and down
1 Year Ago
naval_update -> pt_boat_2
1 Year Ago
paintball_hopper uv tests
1 Year Ago
Merge from main
1 Year Ago
Paintball Gun - Blockout mesh and materials
1 Year Ago
Added a null check for shared materials when preloading textures for hotbar items to prevent NREs when a mesh renderer has a null material
1 Year Ago
Added generic terrain to FC4 Added baked shore vectors Move the boat vendor on the pier Setup an HLOD for the scene
1 Year Ago
Improved shore vectors on FC1,2,3 Removed access to casino top floor from barge in FC2 Updated HLODs on FC2,3
1 Year Ago
Merge from main
1 Year Ago
Merge from island_scenes
1 Year Ago
Add compass marker for leaving the deep sea
1 Year Ago
Fixed beach chair on tropical island 1 pickupable
1 Year Ago
Add images for the other tropical islands
1 Year Ago
Merge from parent
1 Year Ago
Merge from floating_cities
1 Year Ago
Don't allow players to interact with growable plants in the floating city if they haven't purchased access to the farm
1 Year Ago
Fixed negative box collider size on casino barge culling volumes Added new floating city map marker S2P FC 1,2,3
1 Year Ago
Mark LightOccludee as IClientComponent, removes ~1400 unused transforms on the server when loading a floating city Add new ClientStubComponent - an empty client only component that will stop a hierarchy being stripped but will still allow stripping to occur on the server Fix mannequins not rendering when spawned on floating city entity (apply ClientStubComponent to entire bone hierarchy) S2P FC 1,2,3
1 Year Ago
Added support for CullingVolume to disable LODGroups (optional, see IncludeLodGroup on component) Enabled on Supplies barge so that skinned meshes are disabled Fixed S2P flattening applying to children of CullingVolume, this was stopping CullingVolumes working entirely as they rely on the hierarchy Remove Poolable component on supplies barge clothing S2P FC 1
1 Year Ago
Merge from parent
1 Year Ago
Merge from project_hammer
1 Year Ago
Merge from main
1 Year Ago
RPG fx WIP.
1 Year Ago
Muzzle position fix
1 Year Ago
Cleanup
1 Year Ago
Viewmodel render fix.
1 Year Ago
Viewmodel FX updates.
1 Year Ago
Chainsaw FX.
1 Year Ago
- Fix random low res mip levels by using NativeParallelMultiHashMap instead of FixedList to avoid running out of space. - Fix dropping off-screen instances to low res mip levels by considering all instances for mip level calculations instead of just culling surviors. The old off-screen behavior can be examined by setting `indirect_instancing.streaming_use_all_instances 0`. - Mitigate dropping Unity renderers to low res mip levels when Unity's and Indirect Instancing streaming systems disagree by calling ClearRequestedMipmapLevel() when we have determined mip 7.
1 Year Ago
scientist_boat_ai -> naval_update
1 Year Ago
Dont kill rest of the scientists when the driver dies (not intentional)
1 Year Ago
scientist_boat_ai -> naval_update
1 Year Ago
Only allow killing scientists to happen once Call die on scientists so the loot bags spawn
1 Year Ago
Fix logic bug in pursue player that could possibly cause recursive behaviour (Active target check was flipped)
1 Year Ago
naval_update -> scientist_boat_ai
1 Year Ago
pt_boat_2 -> naval_update
1 Year Ago
Compile errors
1 Year Ago
merge from deep_sea_repel -> naval_update
1 Year Ago
Fix NRE when checking if vehicle is near portal and needs repel force but portal / deep sea entity hasn't been spawned yet