135,575 Commits over 4,293 Days - 1.32cph!

Yesterday
fix double-rendering atmosphere
Yesterday
sync Rust.RenderPipeline changes: - fix missing shader parameter for legacy shadow caster shaders - render forward opaque objects (only SRPDefaultUnlit and RustLit light modes, allows atmospheric elements to render) - make camera context directly accessible by the camera component - add RustRenderPipeline pipeline shader tag
Yesterday
Possible fix for UGC items getting duplicated/incorrect images applied when entering network range of a player boat
Yesterday
Animate cannon fuse to show whether the cannon is loaded or not, keeping this as a backup.
Yesterday
Merge from artist_pack_dlc
Yesterday
Fixed reactive target collider not updating on the server Reactive target gibs are simplified, gib meshes are no longer r/w
Yesterday
Reactive target fixes Fixed ground watch floating in the air Simplified placement sockets to 4 corners and middle, expanded all sockets Fixed rotation axis
Yesterday
Mark easel_col as r/w
Yesterday
Allow repairing cannons
Yesterday
pt_boat_turret_fixes -> main
Yesterday
- Fix rear turret being able to move outside its clamping bounds
Yesterday
Merge from naval_update
Yesterday
Server admin UI tab progress
Yesterday
merge from artist_pack_dlc -> main
Yesterday
Lowered HLOD distance of floating cities 200 -> 100
Yesterday
fix interface compiler defines
Yesterday
Comment out player state stuff from paintball code for now to get it compiling on the client, wasn't totally functional yet anyway
Yesterday
Resolve self-crash with File:Read Add fallback material for sprites/flare6 (env_funnel) Add 2koth_ and cppl_ maps to TF2 category Replace coreball.mdl with one with simpler physics model Merged Pull Requests * Fixed start/stopsound for some entities in Hammer having invalid default values * Localize "password" placeholder in server browser Some potential crash fixes
Yesterday
Item list flex scroll fixes
Yesterday
Attempt at fixing the god awful unity scrollrect default behaviour, feels better now
Yesterday
Update: add TestOnCycleStackables test to validate onCycle caching Weirdly it passes with no duplicate-key exceptions. Maybe the exception is just a symptom, gonna check elsewhere Tests: ran unit test
Yesterday
Fix native grid crash with buoyancy batching enabled
Yesterday
Added playerboat.kill_all_above_deployable_count command.
Yesterday
Added keyboard controls to the item list
Yesterday
Merge: from main
Yesterday
Merge from deployable_limit
Yesterday
Enforce limit
Yesterday
merge from main
Yesterday
audio volume changes
Yesterday
Include count of total amount of warnings and errors after the manifest finishes generating
Yesterday
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for player connecting to a sleeper from a save emitting an error Tests: unit tests + 2p on Craggy
Yesterday
merge from main -> fix_manifest_errors
Yesterday
Merge: from main
Yesterday
Update: OcclusionValidateGroups now also checks all active players and all sleepers Tests: none, trivial change
Yesterday
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
Yesterday
Deployable limit convar wip
Yesterday
Update: another flow change to ReconnectToASleeperFromSave - added missing PostServerLoad call - adjusted expectations Tests: ran unit test - still fails as expected
Yesterday
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
Yesterday
- Fix turret movement not being visible to others (when other players are using it) - Half front turret sensitivity
Yesterday
fixed paintable window collision - thanks elliot.
Yesterday
Handle NRE inside NPCAnimController.DoPrepare()
Yesterday
added new sounds to the modular boat steering creaks
Yesterday
pt_boat_turret_full_reload -> main
Yesterday
- 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.
Yesterday
repositioned paintable window collision
Yesterday
Replaced deep sea Gatorade® with Ocean Water. (Not final)
Yesterday
Update: OcclusionGroupTest - add TestNew_ReconnectToASleeperFromSave test Catches a bug in how server occlusion handles this specific initialization path Tests: ran unit test, it fails
Yesterday
Item list fixes and optims
Yesterday
Merge from naval_update
Yesterday
Merge from naval_missions