156,280 Commits over 4,536 Days - 1.44cph!

1 Year Ago
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1 Year Ago
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1 Year Ago
Plays the correct third person deploy sound
1 Year Ago
unity tutorial update
1 Year Ago
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1 Year Ago
merge from naval_update/deep_sea
1 Year Ago
Added IClientComponent to CullWhenInside so they never spawn on the server
1 Year Ago
Set floating cities as non global broadcast for now so entering the deep sea doesn't take 2 working days We'll have an HLOD anyway
1 Year Ago
floating city 2 layout update, connected most barges and piers together
1 Year Ago
Update: FileSystemBackend.Load<T> - option to skip caching of loaded asset Using this to try to avoid caching of store assets Tests: opened and closed Abyss page a couple times with DB backend
1 Year Ago
Harmonised plywood across scene, added another plywood variant
1 Year Ago
Merge from parent
1 Year Ago
Compile fix
1 Year Ago
merge naval_update to cannon_code
1 Year Ago
fix Adobe Building Skin token
1 Year Ago
Fix mouse aiming with the cannon
1 Year Ago
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1 Year Ago
Give new state in player anim controller an empty clip with a better name, makes it easier to override per override controller
1 Year Ago
decal_birdcraplarge added
1 Year Ago
Reduce placement height of hull pieces so you can exit the water onto them.
1 Year Ago
Clean: reorganize UI_Store.CloseStoreOverlayPage - added a todo to revisit Tests: none, trivial change
1 Year Ago
Merge from main
1 Year Ago
Can now start and end boat building mode directly from a boat steering wheel if you are within a boat building station. Bunch of refactoring for it to work.,
1 Year Ago
Bugfix: Ensure active UI_StoreItemOverlayPage gets properly cleaned up Tests: tried a bunch of main menu interactions
1 Year Ago
Better navigation through smaller pathways (obstacles on left and right) but clear ahead Only handle the reverse case if the front is blocked (not the sides)
1 Year Ago
merge from skinglowtester_fix
1 Year Ago
Adding new sail rig
1 Year Ago
Make sure running "Generate Schema" without the glow scan doesn't wipe old glow data
1 Year Ago
Restored glow tags on last weeks skins
1 Year Ago
Fix merge conflicts
1 Year Ago
Update: UI_Store - load overlay page dynamically from path Doesn't do unloading yet (gets cached in the asset backend). Also there's a bug with CloseStoreOverlayPage not being called in all cases. Tests: In Editor, loaded Abyss overlay page in store
1 Year Ago
Update: UI_StoreTakeover - store paths instead of guids - ran Update Paths Our filesystem backends only work with paths, so GUIDs were useless. Tests: none, trivial change
1 Year Ago
Codegen
1 Year Ago
merge from main
1 Year Ago
Merge from vram_monitoring
1 Year Ago
security tower lods and collision. skeletonjail collision. fender lods converted to meshlod.
1 Year Ago
Prevent mip map discarding being enabled for texture streaming, as textures that should be in use are being discarded when they shouldn't be
1 Year Ago
merge from meta_shift
1 Year Ago
fixed launchsite crate wheelie on pipe LS s2p
1 Year Ago
made chainsaw vm idle anim longer
1 Year Ago
Updated Radtown loot spawns, T0 had more and sometimes better loot spawning when generating in t0, T0 nerfed - T3 buffed s2p
1 Year Ago
Update: UI_StoreTakeover - store GUIDs to referenced prefabs - Ran Update GUIDs on MenuUI2_Store same goal as before, try to dynamically load/unload store pages. Tests: In editor, opened Abyss store page
1 Year Ago
Merge from main
1 Year Ago
Chainsaw chain now moves in third person
1 Year Ago
meta_shift -> main - blueprint fragment baseline
1 Year Ago
merge from naval_update/deep_sea
1 Year Ago
meta_shift/loot -> meta_shift
1 Year Ago
Added DeepSeaFloatingCity component back to the floating city prefab Manifest
1 Year Ago
Just used lock steering - players do this anyway Better steering tangent calculations (prevents slamming headfirst into walls as much)
1 Year Ago
sail model and textures