138,640 Commits over 4,324 Days - 1.34cph!

Yesterday
Merge: from spectate_stay_after_dc - Update: when spectating a player that disconnects, the client starts orbiting their last position. Third-Person is the only valid camera mode in that situation Tests: spectated a player that disconnected - was able to look around.
Yesterday
Fix throttle hand interactions on RHIB These were working originally but after as many small changes they ended up being forgotten
Yesterday
Merge: from main
Yesterday
Update: client now hovers last spectated player's position in third-person mode when spectated player disconnects/gets nuked Tests: spectated player that disconnected - started orbiting. spectated as only player on server - orbiting original position (as before)
Yesterday
freshwater_fix
Yesterday
Revert to a better cs: #144447
Yesterday
added ddraw to playerboat.lookatdragbyangle command
Yesterday
freshwater_fix -> main
Yesterday
Revert proc map to #142609
Yesterday
Update: when spectated player disconnects, stay spectating above their player Don't like how the logic is tied to the player/sleeper, need to improve on the clientside Tests: spectated player, then that player disconnected - stayed in an area
Yesterday
merge from collider_cleanup_feb_26
Yesterday
Fix GroundWatch not working for large battery, splitter, volcano fireworks (recent regressions) and fishtrap (old issue) New deployable test for the root cause, there has to be at least one collider on a layer visible to GroundWatch, otherwise it never gets notified
Yesterday
server_browser_obfuscation_fix -> main
Yesterday
Dont obfuscate ping assmembly
Yesterday
Ordering changes
Yesterday
merge from deepsea_fixes
Yesterday
Set deep sea buoy flares LOD to dynamic so their distances are respected (LODGrid stops refreshing statics after >500m) Fixed DistanceFlareLOD not refreshing on enable/disable, and fixed the broken fading
Yesterday
merge from junkpile_water_clip_fix
Yesterday
realmed removed rigidbody component from junkpile_water_(a/b/c) prefabs
Yesterday
merge from main
Yesterday
merge from main
2 Days Ago
ammo box - fix lod assignment in art prefab, disabled shadows for lod3
2 Days Ago
wood box - unlinking prefab as variant of original box prefab
2 Days Ago
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comps box gibs and corpse
2 Days Ago
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2 Days Ago
merge from main
2 Days Ago
Automated find prefabs with standard shader and disable object motion vectors. Add command to print meshrenderers with motion vectors on in scene.
2 Days Ago
Merge from baked_mesh_optim
2 Days Ago
Apply proper bounds, fixes terrain rendering
2 Days Ago
Merge from main
2 Days Ago
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2 Days Ago
main -> sendmodelstate_optim
2 Days Ago
playerboat_deployable_snapping -> main
2 Days Ago
Dont use root - was grabbing the boats rotation
2 Days Ago
Snapping now works as well on boats as it does on land. Boat snapping has slight spacing between it when compared to land spacing, this is to accomodate the up and down motion of the waves
2 Days Ago
Merge from main
2 Days Ago
- TerrainHoles support - Add compute blit when using R16 format - Only create R16 map when enabled - Change low res heightmap to use full uint16 range - Initialise groupthread min and max at texture bounds to fix border values
2 Days Ago
Revert to version of NMS scene from 140572 (with broken rock references) Reapply no respawn zone Fixes NMS not spawning
2 Days Ago
Project y directions rather than assuming y = 0
2 Days Ago
Merge from static_bbs
2 Days Ago
S2P islands
2 Days Ago
Reduced magnet force Only apply magnet force on one boat at a time, the closest
2 Days Ago
Turn other instances of Vector3.up into ent up
2 Days Ago
Static boat stations won't pull in anchored boats
2 Days Ago
Merge from main
2 Days Ago
Very basics to setup deployable snapping on player boats. Still hard to do anything in large waves
2 Days Ago
Prefix the frame count in all midi debug messages