138,685 Commits over 4,324 Days - 1.34cph!

4 Minutes Ago
merge from main
22 Minutes Ago
Merge from turret_paintball_fixes
25 Minutes Ago
resolve conflicts
27 Minutes Ago
merge from main
29 Minutes Ago
* Add an extra update call at the end of the frame after spawning instanced objects to catch spawn-then-move position errors. * Only deal with valid LOD states and skip invalid states both in the middle and at the end of the state array. * Reject renderers without materials outright.
29 Minutes Ago
Added a toggle to switch in between remote and local store override data in editor Added a popup warning when uploading
29 Minutes Ago
Altimeter works
30 Minutes Ago
Fixes for how paintball gun behaves with turrets: - Damage is now increased when a paintball gun in a turret shoots someone wearing paintball overalls, same way when shot by another player wearing overalls - Last applied paintball colour is now retained when placing the paintball gun in a turret Misc changes: - Removed paintball damage scaling in code for hitting different entity types, instead use the protection property assets - HeldEntity cached item is now usable on both client/server - Add sourceWeapon to projectiles, so the client can retrieve the source weapon entity from locally instigated projectiles - HitInfo is now Disposable, same pattern as PooledList - Remove various unnecessary HitInfo allocations
43 Minutes Ago
Add a placeholder altimeter prefab. Add placeholder prefab to HAB.
46 Minutes Ago
Added two console commands clearcontainer and clearcontainer_radius.
51 Minutes Ago
merge from main
57 Minutes Ago
Client downloads the store data when refreshing the store and loads all the overrides Added Store/Upload menu item to upload the store content to S3
1 Hour Ago
Fix naval scientist laser sight not being on during the day
1 Hour Ago
Clean up
1 Hour Ago
delay_browser_changes -> main
1 Hour Ago
Move the attack heli altitude guage calculation to a static so that I can use it for HAB consistency.
1 Hour Ago
NRE fix and move GetPriv to OnDeployed from ServerInit
1 Hour Ago
Fix FSMTransitionBase.get_Senses NRE
1 Hour Ago
Revert region changes until next month - bring back ping for now
1 Hour Ago
Fix "SwitchParent Missed scientist2.corpse" log when naval scientist dies
1 Hour Ago
Fix error for boat floor frame. Add a null check to GetBlockedByErrorFromCollider.
1 Hour Ago
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3 Hours Ago
Can now override store page elements as well
3 Hours Ago
Added skin test material
3 Hours Ago
Cannon animation updates to include fuse movement in the reloaded clip
3 Hours Ago
exported updated motorboat sit anims
4 Hours Ago
Scene2prefab
4 Hours Ago
Scene2prefab
4 Hours Ago
Scene2prefab
4 Hours Ago
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4 Hours Ago
Add option to debug traces to ai debug prefab, to test bushes / smoke in editor
4 Hours Ago
Added some test hair cards/materials for debugging
4 Hours Ago
merge from boxes_dlc
4 Hours Ago
stone box - matrix lod tweak, prefab updated
4 Hours Ago
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4 Hours Ago
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5 Hours Ago
exported updated 3p ejector seat idle anim
5 Hours Ago
Merge from shipping container optimizations
5 Hours Ago
Committed missing collider mesh for deep sea signal computer
5 Hours Ago
Fix some worldmodel prefabs that got saved as disabled, was causing ballista projectiles to be invisible
5 Hours Ago
TriggerBase now auto cleanup null objects instead of logging "Trigger x contains null object" forever
5 Hours Ago
merge from deepsea_fixes
5 Hours Ago
meds box - meshLod instead of renderLod, updated prefab, created guide prefab
5 Hours Ago
merge from main
5 Hours Ago
rentable shop neon signs blockout + atlas planning (temp materials)
6 Hours Ago
beach chair 3p idle anim exported
6 Hours Ago
Added a way to determine if a LOD state within an InstancedLodComponent has a renderer that uses DeferredMeshDecals. If so, this state gets ignored by the indirect instancing system, as DeferredMeshDecals handle their own culling and instancing
6 Hours Ago
Terrain cell mesh colliders with separate cellsize from rendering
6 Hours Ago
merge from main
Today
adjusted LODs