129,076 Commits over 4,201 Days - 1.28cph!

3 Days Ago
merge from Project_Hammer
3 Days Ago
Fixed NRE on boot caused by chicken coops
3 Days Ago
artist pack branch
3 Days Ago
Buildfix: add missing CLIENT guards Tests: build all configs locally
3 Days Ago
Revert rotations on guide mesh now that the animation is fixed
3 Days Ago
updated anchor.deployed to now properly reference anchor gibs
3 Days Ago
wip xmas ceilingpaper
3 Days Ago
Fix steering wheel id
3 Days Ago
anim update based on feedback
3 Days Ago
3 Days Ago
Merge from parent
3 Days Ago
Merge from boat_building
3 Days Ago
Merge from steering_wheels_fix
3 Days Ago
merge from main
3 Days Ago
Merge: from analytics_queue_rewrite - New analytics uploading backend, disabled by default (analytics.usev2) - New debug vars - analytics.log and analytics.dryrun Tests: unit tests, used both old and new analytics backends and monitored logs
3 Days Ago
Sail gibs
3 Days Ago
Updating small ramp rig skinning
3 Days Ago
disabling shadow casting on late LODs of casino CH47
3 Days Ago
boat small ramp anims exported at origin
3 Days Ago
disabled shadow casting on barges LOD1 and up, same for security tower as its shadows are barely visible after first cascade
3 Days Ago
Merge from parent
3 Days Ago
Increase grass distance max clamp
3 Days Ago
Add overrides for the last few LODs in the interior of the ghost ship so they cull correctly Mark a bunch of LOD materials on the ghost ships as GPU instanced for better batching Mark some lower LODs as not shadow casting
3 Days Ago
Added deep sea "biome" for: - Color grading - MaterialConfig This works different than other biomes: - The deep sea "biome" is never blended with other biomes, as it's a separate instance - This is helpful, since the terrain biome map only has 4 channels (+ the absence of any of the channels, which is jungle) - Code has already been added for special handling of the deep sea for weather and some shaders, both of which have different logic than just blending in another biome - Best way to picture the deep sea "biome" is as a "biome layer" that toggles to an entirely different set of weather and terrain / ocean configs, as set up by Jake, Petur and Brian - It still needs to show up in some systems that allow for customization per biome, like color grading and MaterialSetup, possibly others (tbd) - The deep sea biome is not patched into the shader code, since we never lerp between it and the other biomes (avoiding the additional overhead for our already-complex shaders) - Since the deep sea uses an entirely separate terrain and water config, neither of those systems need to blend the deep sea with the other biomes either - The deep sea terrains can use entirely custom splats (currently using 2 distinct sand splats) - Technically deep sea terrain could use their own 5 biome layers which could be entirely different from the ones of the main terrain (hence the "biome layer" analogy) Shelved all the shader code since I originally implemented all of it as I did for jungle before I realized it's all bullshit for this
3 Days Ago
Don't generate navmesh on deep sea islands if AI.move is false, will generate it if set to true afterwards like other AI spawners
3 Days Ago
NRE fix for wiping islands without FoliageGrid initialized
3 Days Ago
3 Days Ago
Merge from deep_sea
3 Days Ago
Enable fog of war in the deep sea in non hardcore modes Accidentally fixed a bunch of map functionality in the deep sea in the process - player location, vending machines now work In hardcore mode the deep sea map is entirely disabled Fog is reset when the deep sea wipes Fixed hardcore not working on craggy
3 Days Ago
Fix not being subscribed to deep sea network group, switch from using center of network grid bounds to using the layer
3 Days Ago
scientist_boat_ai -> naval_update
3 Days Ago
If a boat is sinking dont keep trying to apply corrective forces. These forces have always been applied - without it boat sinking looks really cool
3 Days Ago
Fix deep sea network groups being visible if you get close enough to the border, and vise-versa for main island network groups - move deep sea groups onto their own layer despite being in the same physical height
3 Days Ago
Missed file
3 Days Ago
Ensure players are properly killed
3 Days 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
3 Days Ago
Dont do any clipping checks for AI on the PT Boat and RHIB
3 Days Ago
▄▍█'▅ █▅▉▆▇ ▊▊█ ▌▍▊▊▇ ▍▋█▍ ▄▇
3 Days Ago
█▊▋▍▍▆▄ ▋▆▇▌▊▆█▍▄▍: '▆▊' -> '▄▋' :▌▅▊▆:
3 Days Ago
Add new ClippingCheckAiMode to BaseVehicle.Server Let's us skip clipping checks for AI, or apply to both AI and players
3 Days 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)
3 Days Ago
Splats
3 Days Ago
merge from vclouds_demo_timescale_fix
3 Days Ago
fix cloud movement hitching in timescaled demo
3 Days Ago
merge from construction_guide_missing_normal_maps
3 Days Ago
fix some construction guides missing normal maps
3 Days Ago
Progress
3 Days 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)