136,343 Commits over 4,293 Days - 1.32cph!

10 Days Ago
Merge: from main
10 Days Ago
Update: OcclusionValidateGroups now also checks all active players and all sleepers Tests: none, trivial change
10 Days Ago
Bugfix: OcclusionGroup - handle connecting to a sleeper loaded from a save Done via initializing sleeper if it supports server occlusion in PostServerLoad Tests: unit tests + 2p on Craggy with a sleeper in a save
10 Days Ago
Deployable limit convar wip
10 Days Ago
Update: another flow change to ReconnectToASleeperFromSave - added missing PostServerLoad call - adjusted expectations Tests: ran unit test - still fails as expected
10 Days Ago
Update: adjusted the expectations for ReconnectToASleeperFromSave test Realized that original scenario was slightly misimplemented, the flow doesn't exist in our code Tests: ran unit test, it fails as expected
10 Days Ago
- Fix turret movement not being visible to others (when other players are using it) - Half front turret sensitivity
10 Days Ago
fixed paintable window collision - thanks elliot.
10 Days Ago
Handle NRE inside NPCAnimController.DoPrepare()
11 Days Ago
added new sounds to the modular boat steering creaks
11 Days Ago
pt_boat_turret_full_reload -> main
11 Days Ago
- Updated the script for baking paint ball pellet positions to vertex colors to handle sub-meshes and baking the mesh to an asset - Added a new shader for rendering the paintball pellets with the fill funcionality. This includes some basics from the standard shader, such as an albedo map, normal map, and metallic and smoothness maps.
11 Days Ago
repositioned paintable window collision
11 Days Ago
Replaced deep sea Gatorade® with Ocean Water. (Not final)
11 Days Ago
Update: OcclusionGroupTest - add TestNew_ReconnectToASleeperFromSave test Catches a bug in how server occlusion handles this specific initialization path Tests: ran unit test, it fails
11 Days Ago
Item list fixes and optims
11 Days Ago
Merge from naval_update
11 Days Ago
Merge from naval_missions
11 Days Ago
Codegen Increase max distance on tutorial mission 8 position generator
11 Days Ago
frame painting resolutions based on current frames
11 Days Ago
Merge from naval_update
11 Days Ago
- Always check if a player can accept the mission before assigning it - MissionInstance now saves the provider as type IMissionProvider rather than BaseEntity - Fixes for registering tutorial pings on SpeakWith objective type - Don't try to save the dialogue graph if in play mode
11 Days Ago
Merge from main
11 Days Ago
Fixed RobotoMono base material
11 Days Ago
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11 Days Ago
merge from naval_update
11 Days Ago
Fixed colliders, bounds and minigame for palm_tree_tropical_small_a and palm_tree_tropical_med_b
11 Days Ago
merge from naval_update/deep_sea
11 Days Ago
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11 Days Ago
Fixed TreeEntityEditor not inheriting from BaseEntityEditor Fixes bounds handles and manifest info not working properly for tree prefabs
11 Days Ago
Debug mesh finder tool for painting
11 Days Ago
Fixed palm_tree_tropical_short_d colliders
11 Days Ago
merge from naval_update
11 Days Ago
merge from naval_update/deep_sea
11 Days Ago
SKS skinnable correct material order, and also set icon values up correctly and re-rendered icon as they had been lost
11 Days Ago
appended tools box to the storage adaptor allow collision group list
11 Days Ago
ran manifest, icon manifest and localization
11 Days Ago
tools box prefab created
11 Days Ago
tools box item created icon created, matrix model added
11 Days Ago
tools box file struct
11 Days Ago
food box repair and pickup updated
11 Days Ago
Force update sleeping bag map markers when toggling deep sea map layer
11 Days Ago
maybe fix error spam in build about WaterSurfaceTex vs PostOpaqueDepth dimensions (separate from editor issue I think)
11 Days Ago
Horse mask initial model/materials/prefab
11 Days Ago
Tweaked floating cities shore distance, fixing the hole in the map around the floating cities
11 Days Ago
Track/assign editing boat. Toggle finished flag.
11 Days Ago
merge from naval_update
11 Days Ago
merge from main
11 Days Ago
Don't reloading the PT boat turrets when turrets are full - they have to have fired a shot first
11 Days Ago
Updated ghost ship map marker icons Fixed rotations not matching