128,334 Commits over 4,201 Days - 1.27cph!

Today
steam item cleanup #3
Today
steam item cleanup #2
Today
big cleanup of pack and and building skin steam items, moved them all to a master folder so they're easier to find and for store use #1
Today
Use the temperate biome accross the entire deep sea, will be replaced with Tropical later once thats added
Today
Replaced the deep sea massive prevent building volume for a simple bound check Allow building in your boat while in the deep sea Added deepsea.block_building convar
Today
compile fixes
Today
Added lighting scripts and light group to walkways bounce lighting
Today
Allow regular window frames and embrasures in boat windows.
Today
compositing for SlopeData
Today
re-baked tropical1 and tropical2 to include slopedata
Today
converted embrasures and reinforced window frame to convex colliders
Today
Added forceEntrancePortalDirection convar to force the deep sea entrance portal direction
Today
converted all window frames tiers to convex colliders
Today
RPG7 - updated worldmodel mesh name, updated textures
Today
adding missing 50cal animator files
Today
Some cleanups
Today
Front 50cal 3p animation set
Today
Fuelbox LOD0 rename
Today
DrawInspectorTextureAttribute folds with the field name
Today
initial coarse height baking
Today
Imported and implemented sounds for the plank item
Today
Fix burst compile issues by bringing back `DamageRegion` struct
Today
Fuelbox for Boats
Today
Add a delay before invoking the deep sea server tick after a server restart
Today
Merge from parent
boat_fixes -> naval_update
Potential fix for IsDriverDead - Don't rely on a reference to dead driver (work with nulls) - Gate checks between has spawned
Today
updated vm rpg skin anims
Prevent on killed from firing an nre during server restarts Dont save boat ai
Post merge fixes: - Fix phrase conflict - Rebuild manifest
Today
merge from deep_sea
Today
Restore /rpg folder in RocketLauncher, fixes broken vanilla rocket launcher caused by 133429
Yesterday
merge from floating cities
Yesterday
FC1,2,3 HLOD refresh and S2P
Yesterday
re-enabled some shadows in med barge
Yesterday
disabling shadow casting on prefabs, floating city walkways prefabs and casino barge shadow casters
Yesterday
Merge from scene_holster_tools
Yesterday
Move the scene based holster tool buttons into the scene view and not the inspector
Yesterday
Merge from water_pump_power_fix
Yesterday
Removed a couple of server allocations when firing events on Water pumps and Fluid Switches
Yesterday
Another potential fix for sprinklers still spraying when connected to a water pump with a large height difference and the pump loses power
Yesterday
Fix scientists moonwalking on ghost ships
Yesterday
Fix InfoZone NRE from scientists on ghostships
Yesterday
Mark two more collision meshes r/w
Yesterday
merge npc parenting to naval update.
Yesterday
merge back cannon and player animator fixes to naval_update
Yesterday
Embed playable graph tooling
Yesterday
Reset base animator layer weight whenever we're not playing one shots.
Yesterday
Try to fix black bars on RHIB (that can show up at certain angles)
Yesterday
mounted_turret_reloading -> naval_update