127,472 Commits over 4,201 Days - 1.26cph!

8 Days Ago
RPG Ammo - Added simple initial projectile prefab for all three ammo types
8 Days Ago
Save extra properties added to puzle reset over the years to fix arctic research puzzles closing on players (and probably bugs with other puzzles too) - CheckSleepingAIZForPlayers - IgnoreAboveGroundPlayers - BroadcastResetMessage - ResetPhrase (token)
8 Days Ago
Reverse steering if we are going backwards
8 Days Ago
Bring back incremental steering
8 Days Ago
Fixed bugs with moving the claim from one boat to the other
8 Days Ago
merge from door_canopen_saveload
8 Days Ago
merge from naval_update/deep_sea
8 Days Ago
Moved entrance portal closer to the valid bounds end, was spawning too close from the island
8 Days Ago
Save and load canHandOpen, canNpcOpen and isSecurityDoor fields for doors. This should fix: - Some puzzles breaking after first server restart, allowing the doors to be opened without power (oil rigs, launch site) - Oil rig scientists losing the ability to open doors and push inside certain rooms after first server restart
8 Days Ago
merge from analytics_texture_memory -> main
8 Days Ago
merge from workshop_scene_bugfixes -> main
8 Days Ago
Expose texture memory usage in client analytics
8 Days Ago
merge from fix_entity_scale_occlusion -> main
8 Days Ago
Fix `ent scale` only accepting an int instead of accepting float
8 Days Ago
Fix not working when far away, call "ResetCulling()" on all LOD components as well as calling it on the entity having it's scale changed - this should only be called on the client when the scale has changed so it won't reset culling on every single network update Fix entity not being able to reset to 1 scale since it was ignoring default scaling size - network scale every update if `networkEntityScale` is enabled
8 Days Ago
Bump default ocean scale to 3 in deep sea
8 Days Ago
Deep sea weather presets
8 Days Ago
bump maps, visible backfaces for depth cues
8 Days Ago
Fix how phrases were being displayed and edited in conversation graph editor, now utilizes the custom editor for phrases
8 Days Ago
workshop scene bugfixes
8 Days Ago
- Get rid of recast demo space partition structure, after profiling deeper turns out it's slower in our use-case - Allow tile gen to be fully synchronous with no time slicing for easier profiling - Fix part of the world not generating - Re-add support for different resolution in monuments - Try out various methods of culling tris / mesh decimation, no perf improvement
8 Days Ago
Fix entity scaling not updating the bounds & culling bounds of entities - recalculate both the bound and the culling bounds - reset the bounds inside ResetState() based on the original prefab so it doesn't cause pooling errors
8 Days Ago
Added PT Boat 50 Cal Dual and Single FBX and Textures Setup PT Boat 50 Cal Materials Started Setting up PT Boat 50 Cal Prefabs
8 Days Ago
Update: AssetDatabaseBackend - throw an error if trying to load an asset that's not part of a dynamic bundle Tests: clicked through store in editor
8 Days Ago
t1 smg world anim update, fixed animator issues
8 Days Ago
merge from naval_update
8 Days Ago
merge from naval_update/floating_cities
8 Days Ago
merge from naval_update
8 Days Ago
Codegen
8 Days Ago
regenerate static fields to fix compile - added ResetStaticFields call to codegen clean
8 Days Ago
merge from naval_update
8 Days Ago
Restored deep sea floating city prefab Moved floating city prefab out of autospawn, so it doesnt spawn with procgen
8 Days Ago
merge from main
8 Days Ago
Fixed debug.printanimators command NREing when finding a null animator controller
8 Days Ago
merge from main
8 Days Ago
Update: feed dynamic bundle hashset externally to AssetBundleBackend This allows us to reuse the const instead of hardcoding a raw string Tests: compiles in editor
8 Days Ago
merge from refridgeration_feedback -> main
8 Days Ago
Clean: pre-review cleanup - got rid of unit test as it doesn't prove anything and relied on API that's not promoted (or needed atm) - formatting fixes, dead code removal - got rid of fallback inspector code Tests: editor compiles in all configs
8 Days Ago
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8 Days Ago
Merge: from main
8 Days Ago
Merge: from storetakeover_icons - Storetakeovers and related resources now can be dynamically loaded/unloaded Tests: navigated through the store and inventory while taking memory snapshots
8 Days Ago
Merge: from merge_with_atlas - General improvements to editor workflow - Fixing outstanding bugs and TODOs - Updated all assets again to catch up with atlas work Tests: navigated through the store and inventory while taking memory snapshots
8 Days Ago
RPG Incendiary Ammo - Changed models import settings
8 Days Ago
If a claimant boat to a target is removed then inform the other boats that a new claimant position has opened up This means if you kill the main boat attacking you, the other boats waiting in the attack 'queue' can have a stab at killing you instead
8 Days Ago
merge from naval_update
8 Days Ago
merge from main
8 Days Ago
ResetStaticFields on LightLOD
8 Days Ago
RPG High Velocity Ammo - Added models textures and materials
8 Days Ago
more floating walkways work on set dressing refining floating_city_2 layout
8 Days Ago
Merge from main