156,304 Commits over 4,536 Days - 1.44cph!

1 Year Ago
Merge from parent
1 Year Ago
Increased LOD distances of containers and removed final cull. Removed batching from concrete debris to try prevent flickering.
1 Year Ago
merge from hot_air_balloon_mark_users_hostile
1 Year Ago
merge from meta_shift
1 Year Ago
Fixed clutter spawns.
1 Year Ago
Tropical ground foliage spawntable stuff
1 Year Ago
Manifest
1 Year Ago
Clutter debug
1 Year Ago
Merge from naval_update
1 Year Ago
Progress.
1 Year Ago
merge from main
1 Year Ago
Start and end game phase on the timeline based on when you're in a server or not
1 Year Ago
Merge from main
1 Year Ago
Tweaks.
1 Year Ago
Finalized sans clutter spawns
1 Year Ago
Collision fixes. Scene stuff.
1 Year Ago
Maybe more reliable code to prevent items in the general tab from being purchased multiple times
1 Year Ago
Dressing
1 Year Ago
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1 Year Ago
Merge from blueprint_unlock_fix
1 Year Ago
Fix for workbench tech tree appearing fully unlocked, woops
1 Year Ago
Fix steering and gas pedal hallucinations
1 Year Ago
Start to fix turrets placed outside of a base turning off turrets inside a base - cache turrets within 40m instead of doing a physics query to find all turrets within 40m each time we update interference - rewrite the interference system, getting rid of all the queues - system is no longer recursive since a turret can only overload itself, meaning we never have to recalculate neighbors interference - when a turret turns on, if it would cause a nearby turret to go over the interference limit it instead will overload itself - when a turret turns off, it will check if any nearby turrets that are overloaded can now turn on Now the complex part: which overloaded turret should be turned on first - tried to reactivate overloaded turrets based on the order they were powered on, however this could be abused by stacking 40 turrets in your base (mostly overloaded) and the raiders having to destroy every single turret in the base before theirs would turn on - instead trying to prioritize the overloaded turrets with the least amount of active turrets nearby, assuming that the FOB will have less turrets nearby then the turrets inside the base
1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
Nature dressing. Tree tweaks.
1 Year Ago
Fail build when VPK.EXE fails to run Fixed VPK.exe crashing randomly Minor merge from x86-64 Improve .nav file error handling * L4D2 nav mesh files no longer hang on load Fix up some cryptic console messages * Applying a fix for L4D2 maps! * Node Graph out of Date. Rebuilding... (random numbers)
1 Year Ago
merge from drone_storage_slot
1 Year Ago
merge dynamic_environment_volumes to naval_update
1 Year Ago
Fix spatially aware environment volumes, don't serialize fields that were previously properties.
1 Year Ago
corrected inherited velocity used to throw projectiles, may want to dampen this still
1 Year Ago
Disable HUD overlays while painting (heavy helmet, diving goggles, etc)
1 Year Ago
Fix compile errors
1 Year Ago
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1 Year Ago
PrefabIDs, manifest.
1 Year Ago
drone communicates throw attack cooldown through computer screen label so it doesn't just feel unresponsive
1 Year Ago
Allow full stop in seek state
1 Year Ago
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
1 Year Ago
merge from climate -> deep_sea
1 Year Ago
fix HUD Vitals sorting layer overriding prefab value
1 Year Ago
Use 2D Distance instead Compile fix
1 Year Ago
Add animation curve to control how fast the bad weather lerps when the end wipe event starts
1 Year Ago
Refactoring gun displays to use nested prefabs
1 Year Ago
Override WeatherState with DeepSeaWeatherState on the client when you are inside the deepsea
1 Year Ago
properly centered drone action prompt label on computerscreen ui
1 Year Ago
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
1 Year Ago
tropical palm server files