129,427 Commits over 4,201 Days - 1.28cph!

17 Minutes Ago
Disable terrain culling by default
19 Minutes Ago
Add `indirect_instancing.use_instance_mask` for in-build debugging purposes
20 Minutes Ago
- Fix inaccuracies in terrain culling raycast - Fix terrain culling issues around terrain holes - Add generic SIMD vector types `float8x3` and `int8x3` for terrain culling and future use - Make the first culling layer (LOD/Distance) respect the instance occupation mask - Add `terrain.debug` command to visualise how the culling system sees the terrain height map - Fine tune `tc_max_iterations` to 512
31 Minutes Ago
Burlap Headwrap repose
44 Minutes Ago
Set small ramp collider layer to Vehicle world, solves some clipping issues
45 Minutes Ago
hull_square and hull_triangle cleanup. Add profiling to CacheParts
45 Minutes Ago
PT Boat Fuelbox and mesh update
49 Minutes Ago
Instance bucket helmet from fbx
1 Hour Ago
Bucket helmet repose
1 Hour Ago
Applied ServerCull to all boat building blocks where required to strip a bunch of gameobjects server side
1 Hour Ago
Boonie hat repose
1 Hour Ago
Merge from parent
2 Hours Ago
Remove unncessary vehicle seats/mount point spawning
2 Hours Ago
PT Boat collision fix and Fuelbox addition
2 Hours Ago
Massive changes and rewrites to player model: - Rewrite all animator calls as _animationControllerPlayable where needed - Seems to work - Finally stopped the warnings and the errors
2 Hours Ago
Update: minor ServerProfiler function filtering adjustment - built from b90a83e5 Was annotating everything from SubGrid, instead of ignoring everything Tests: unit tests
2 Hours Ago
GetPlayerBoats can now see boats clientside.
2 Hours Ago
Updating 50 cal single rig
2 Hours Ago
Front 50cal animation polish pass
3 Hours Ago
More predictable behaviour. Attempt to prevent it from breaking 20% of the time
3 Hours Ago
Removed extra obsolete LODgroup from mannequin prefabs
3 Hours Ago
Fix menu player being borked - dont need playables there
3 Hours Ago
playables_fixes -> naval_update
3 Hours Ago
Updated Rear Single 50 Cal Model to fix shading error
3 Hours Ago
Fixed broken LODgroup references in mannequin prefabs due to hierarchy change
3 Hours Ago
playables_fixes -> naval_update
3 Hours Ago
Fix hold poses being screwed
3 Hours Ago
Dont setup the playable graph for ragdolls. Stops an NRE when getting near a ragdolled player or killing one
3 Hours Ago
Updated Flashlight Remake Folders to Follow Other Remake Folder Structures
3 Hours Ago
merge from Halloween_25_Update
4 Hours Ago
Possible MapView NRE fix
4 Hours Ago
sequential commit on paintball_gun rename
4 Hours Ago
added underscores to spaces in paintball_gun work files
4 Hours Ago
Beenie hat repose
5 Hours Ago
Test run the manifest with my latest improvements, commit manifest file and changed .meta files This removed incorrect entity labels on 404 entities
5 Hours Ago
Test run the entity label cleaner, removed leftover entity labels from 47 prefabs that are no longer entities
5 Hours Ago
Also include cleaning leftover GlobalBroadcast labels in the tool
5 Hours Ago
merge from boat_building
6 Hours Ago
Merge from parent
Today
Fixed player placed markers not working in the deep sea The HUD compass will now no longer show a marker if it isn't the same zone as the player (ei. deep sea/mainland) This is applied across all markers - death, mission, team mates, etc
Today
Merge from parent
Today
Merge from fog_fixes
Today
If the player isn't in the deep sea and they swap to it on the map, focus on the exit portal as that's most likely to have some revealed space
Today
Fix NRE when spawning deep sea with no cities
Today
Switch fog of war drawing to main thread, seems to resolve loading issues Don't allow fog updates until we've received the current state from the server
Today
merge from naval_update/deep_sea
Today
merge from deep_sea/billboards
Today
Reduced main island billboard default scale, tweaked fog
Today
Added a billboard for the main island when you're in the deep sea