132,865 Commits over 4,232 Days - 1.31cph!

Yesterday
shift DeployAndEditCooldown to the end of the frame, the Busy flag it sets messes with some vehicle initialization behaviour otherwise
Yesterday
Add christmas branding
Yesterday
save++ network++ persistance++
Yesterday
merge from boat_building
Yesterday
Tweak bbs deployable blocking collider
Yesterday
SmallBackpack repose
Yesterday
merge from Cannon_Animation
Yesterday
boat steering anim update
Yesterday
updated cannonball craft, removed duplicate item blueprint comp crafts 2 at once
Yesterday
Update cannon deployed prefab to use the correct viewmodel camera animation and eye position
Yesterday
Merge from parent
Yesterday
More shore material tweaks
Yesterday
fixed floating net, incorrect material assignment to rope_docks on ghost ships
Yesterday
fixed incorrect surface types on adobe frame prefabs
Yesterday
Adjust tropical shore settings
Yesterday
Add tropical underwater visual parameters and blend with shore distance
Yesterday
Fix wrong lighting in underground scenarios by issuing instanced draw calls earlier in frames where reflection are rendered.
Yesterday
Actually apply and respect render layers when instancing
Yesterday
Fixed boat splash fx not turning back on when a camera re-enters range
Yesterday
Added a SnapPositionTo client RPC, will set the client entity to a given position and snap the positionLerp to the end preventing it from extrapolating Applied when moving entities in and out of the deep sea Fixed DeepSeamanager.FindIslandPortalExitPosition failing in craggy because it has no SpawnHandler
Yesterday
Merge from island_scenes
Yesterday
Merge from parent
Yesterday
Fix tropical1 terrain size (fixes foliage assert), and hopefully stop issue from happening again when adjusting prefabs
Yesterday
Added a new unscaled time invoke handler, uses standard invoke API and is accessible on all FacepunchBehaviours (InvokeRepeatingUnscaledTime, CancelInvokeUnscaledTime, etc) CoverageQueryFlare uses realtime invoke handler so that it can work as expected in a paused demo CoverageQueries now updates in unscaled time Fixes spotlights not hiding/showing based on occlusion in paused demos
Yesterday
Redo confetticannon.deployed renderer simplification
Yesterday
Merge from main Stomped launch site and confetticannon.deployed changes from main, will need to redo
Yesterday
Merge from mute_dialog_warning_fix
Yesterday
Merge from heli_fixcars_changes_2
Yesterday
Merge from cargoship_updatemovement_nre_fix
Yesterday
Merge from deleteentitiesbyshortname_fix
Yesterday
create floating city calm/breeze/windy ambience defs (just using beach ambience sound defs right now) assign base defs to some of the floating city ambience zones
Yesterday
ensure SoundPlayerTrigger turns off playImmediately on any SoundPlayer it is managing fix NREs when attempting to use AmbienceEmitters with only stings and no base loop
Yesterday
Fix MountedWeaponSeat client compile error
Yesterday
Small ramp will stop if it detects a blockage on the construction layer
Yesterday
Use no displacement version of ground plants for floating city pot plants
Yesterday
Add a vehicle world collider to the plank
Yesterday
Fixed some floating city colliders with negative scale, S2P all of them
Yesterday
Added new map icons for ghost ships and floating cities Added a deep sea mode to the map shader, shows terrain as greyscale Removed deep sea island icon entirely, they look a lot better in greyscale
Yesterday
- Re-setup, will need wes to fix the rest
Yesterday
naval_update -> Cannon_Animation
Yesterday
Add reset trigger support
Yesterday
pt_boat_polish_pass_2 -> naval_update
Yesterday
- Dont dismount straight into the water - Add water mask to the bottom of the front turret
Yesterday
merge from naval_update/deep_sea
Yesterday
merge from deepsea_generation_tweaks
Yesterday
rename TriggerExternalEmitter to SoundPlayerTrigger and make it inherit from TriggerBase
Yesterday
- Setup new attack effect on front + rear turret - Added and wired up lights to pt boat (ai wil auto do this) - Added and wired up lights to turret
Yesterday
S2P + HLOD all floating cities
Yesterday
Merge from floating_cities (stomped prefabs, will need to S2P)
Yesterday
Airfield puzzle reset now ignores above ground players via the prefab (S2P) Removed the mid wipe hack we did for last month