130,461 Commits over 4,232 Days - 1.28cph!

14 Days Ago
Added generic terrain to FC4 Added baked shore vectors Move the boat vendor on the pier Setup an HLOD for the scene
14 Days Ago
Improved shore vectors on FC1,2,3 Removed access to casino top floor from barge in FC2 Updated HLODs on FC2,3
14 Days Ago
Merge from main
14 Days Ago
Merge from island_scenes
14 Days Ago
Add compass marker for leaving the deep sea
14 Days Ago
Fixed beach chair on tropical island 1 pickupable
14 Days Ago
Add images for the other tropical islands
14 Days Ago
Merge from parent
14 Days Ago
Merge from floating_cities
14 Days Ago
Don't allow players to interact with growable plants in the floating city if they haven't purchased access to the farm
14 Days Ago
Fixed negative box collider size on casino barge culling volumes Added new floating city map marker S2P FC 1,2,3
14 Days Ago
Mark LightOccludee as IClientComponent, removes ~1400 unused transforms on the server when loading a floating city Add new ClientStubComponent - an empty client only component that will stop a hierarchy being stripped but will still allow stripping to occur on the server Fix mannequins not rendering when spawned on floating city entity (apply ClientStubComponent to entire bone hierarchy) S2P FC 1,2,3
14 Days Ago
Added support for CullingVolume to disable LODGroups (optional, see IncludeLodGroup on component) Enabled on Supplies barge so that skinned meshes are disabled Fixed S2P flattening applying to children of CullingVolume, this was stopping CullingVolumes working entirely as they rely on the hierarchy Remove Poolable component on supplies barge clothing S2P FC 1
14 Days Ago
Merge from parent
14 Days Ago
Merge from project_hammer
14 Days Ago
Merge from main
15 Days Ago
RPG fx WIP.
15 Days Ago
Muzzle position fix
15 Days Ago
Cleanup
15 Days Ago
Viewmodel render fix.
15 Days Ago
Viewmodel FX updates.
15 Days Ago
Chainsaw FX.
16 Days Ago
- Fix random low res mip levels by using NativeParallelMultiHashMap instead of FixedList to avoid running out of space. - Fix dropping off-screen instances to low res mip levels by considering all instances for mip level calculations instead of just culling surviors. The old off-screen behavior can be examined by setting `indirect_instancing.streaming_use_all_instances 0`. - Mitigate dropping Unity renderers to low res mip levels when Unity's and Indirect Instancing streaming systems disagree by calling ClearRequestedMipmapLevel() when we have determined mip 7.
16 Days Ago
scientist_boat_ai -> naval_update
16 Days Ago
Dont kill rest of the scientists when the driver dies (not intentional)
16 Days Ago
scientist_boat_ai -> naval_update
16 Days Ago
Only allow killing scientists to happen once Call die on scientists so the loot bags spawn
16 Days Ago
Fix logic bug in pursue player that could possibly cause recursive behaviour (Active target check was flipped)
16 Days Ago
naval_update -> scientist_boat_ai
16 Days Ago
pt_boat_2 -> naval_update
16 Days Ago
Compile errors
16 Days Ago
merge from deep_sea_repel -> naval_update
16 Days Ago
Fix NRE when checking if vehicle is near portal and needs repel force but portal / deep sea entity hasn't been spawned yet
16 Days Ago
Add collider to the back of the deep sea portals so it's not possible to get fully through the trigger but not teleported
17 Days Ago
Minor adjustment to SWEP:OnRemove * Should be no functional change, just more consistent when it is called with other SENT types Fix UnStatue bypassing CanProperty serverside
16 Days Ago
Fix playerboat.SetSailsOpen not working because of auth and wrong player position
16 Days Ago
Bugfix: AnalyticsV2 - fix invalid Json aggregation - logs are aggregated again to reduce spam This breaks azure bulk aggregation, but now the code structure is in place to support both Tests: ran unit tests
16 Days Ago
Add repel force for vehicles that aren't allowed to teleport before they reach the entrance & exit portal - split old repel code into separate method - check both portal distance and normal ValidBounds distance on the main island - only check portal distance in deep sea
16 Days Ago
Split into `CanTeleportToDeepSea()` and `CanTeleportToMainIsland()` incase we need that functionality later, both call the same "can this entity teleport" method for now
17 Days Ago
Added hackable crate to ghost ships When the deep sea opens, we spawn one single hackable crate in a random ghost ship Added deepsea.hackablecrates_count, default to 1
17 Days Ago
Bugfix: AnalyticsV2 - don't miss client-only initialization during bootstrap flow Tests: monitored client bootstrap analytics
17 Days Ago
Codegen Manifest
17 Days Ago
fix world model outline not showing on loaded rpg ammo (for dropped item) - added a check before showing world outlines for if the transfom is active in hierarchy, if not, no outline
17 Days Ago
merge from cannon_water_fixes
17 Days Ago
FIx cannon water factor override only existing on clients
17 Days Ago
Floating city 1 2 3 scene2prefab
17 Days Ago
Fix floating point overlow in mip level calculation
17 Days Ago
merge from naval_update/deep_sea
17 Days Ago
Added renderer for the sea floor in the deep sea, moving it from Y -100 to -50 to match the terrain margin height Removed the bottom radiation volume