129,500 Commits over 4,201 Days - 1.28cph!

16 Minutes Ago
Baseline from hackweek prototype
28 Minutes Ago
Merge from map_work
29 Minutes Ago
Merge from small_ramp
45 Minutes Ago
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1 Hour Ago
merge from optimize_reduce_dynamic_occlusion -> main
1 Hour Ago
Remove the IsEntityDynamic() override in CookingWorkbenchBBQ because that is not the normal BBQ :( - don't worry about normal bbq anyways, it was already static and seemed to work fine with occlusion
3 Hours Ago
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3 Hours Ago
Paintball Gun - updated blockout mesh after animation feedback
3 Hours Ago
Null check playable graph when setting animator controller
4 Hours Ago
merge from playable_fixes
4 Hours Ago
Add HideZeroWeightEdges toggle to playable graph tooling to make it easier to inspect bloated 100+ node graphs.
4 Hours Ago
Merge from boat_building
4 Hours Ago
Merge from health_rework
4 Hours Ago
Fixes
4 Hours Ago
scientist_boat_fixes_3 -> naval_update
4 Hours Ago
Drop rhib group spawn count from 12 to 7: 15 less scientist rhibs will spawn as a result.
4 Hours Ago
4 Hours Ago
Projectiles
4 Hours Ago
scientist_boat_fixes_3 -> naval_update
4 Hours Ago
Add support for different crosshair modes on projectile weapons. Always show, or only show under conditions: - Standard - ^ + when aiming - ^ + when reloading - Always
5 Hours Ago
merge from buoyancy_deepunderwater_fix
5 Hours Ago
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
5 Hours Ago
Fix playable graph IK issues
5 Hours Ago
scientist_boat_fixes_3 -> naval_update
5 Hours Ago
Retain group id between saves
5 Hours Ago
fixed clip check
5 Hours Ago
Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
5 Hours Ago
added physic impact sounds for the PT boat
5 Hours Ago
scientist_boat_fixes_3 -> naval_update
5 Hours Ago
stupid pooling fix
5 Hours Ago
Dont save the ghost ship hackable crate. Stops save nre
5 Hours Ago
merge from ai_vehicle_clipping_check_optim
5 Hours Ago
account for ClippingAiChecks another level up in BaseVehicle to avoid running an OverlapBox query in cases where we wouldn't run any mounted clipping checks anyway
5 Hours Ago
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6 Hours Ago
merge from naval_update/deep_sea
6 Hours Ago
Applied prefabs. Dummy coord fixes.
6 Hours Ago
Re-route setting animator states to playable animation controller
6 Hours Ago
scientist_boat_fixes_3 -> naval_update
6 Hours Ago
Compile fix
scientist_boat_fixes_3 -> naval_update
Fix margin check in wander state
Support boat debug ddraw convars on server
Today
PlayerBoat.CalculateHealth() now takes the value of each block's actual health, not their defined ContributingHealth
Today
BoatBuildingBlock takes it's MaxHealth from the ContributingHealth, not the construction grade. Blocks now show correct initial health values in edit mode.
Today
Disabled deep sea portals debug by default
Give a whole second before spawning scientists
Today
merge from naval_update
Today
merge from industrial_pipe_batching -> main
Today
merge from npc_PlayerSyncCycle_optim
Today
Disable cpu batching on industrial pipes since the pipes randomly had incorrect rotations and there is a non-neglibable VRAM cost to keeping a duplicate of every industrial pipe mesh, can explore later