129,624 Commits over 4,201 Days - 1.29cph!

24 Days Ago
Swap all of the raycasting to run on jobs via RaycastCommands
24 Days Ago
Implement boat sinking for destroyed player boats
24 Days Ago
Enabled r/w on renderer batch of floating walkways
24 Days Ago
renderer batch enabled on zipline props set (small planks, etc) reduced culling distance
24 Days Ago
Include world layer in groundwatch
24 Days Ago
Update: add per-AnalyticsTable telemetry - using this telemetry to improve unit tests Next up need to add support for flush-on-shutdown Tests: ran unit tests
24 Days Ago
Portal marker works with any direction Higher res deep sea icon
24 Days Ago
merge from main
24 Days Ago
Fix potential issue where request to rebuild tiles are ignored if the tile is currently being rebuilt, as it'll then be desynced with the geometry, add more profile markers
24 Days Ago
Bone knife and variation updated
24 Days Ago
Updated 50 Cal Models and Prefabs to include the ammo box Created 50 Cal Ammo Box Material Removed Dual 50 Cal Model and added Right Side 50 Cal Model as a replacement
24 Days Ago
merge from volcano_stuff - was merged to release but not main
24 Days Ago
Club animation updates
24 Days Ago
BBS prevent building tweaks. Setup prevent building for sails, stop them being spammed together.
24 Days Ago
First pass floating city variant 3 (walkways and flow still WIP)
24 Days Ago
Map markers spawning in the deep sea get their global network behaviour assigned to deep sea MapView minor cleanup
24 Days Ago
remove red keycard from silo monument s2p
24 Days Ago
Hatchet variations set up
24 Days Ago
player update 3p mingun anims exported
24 Days Ago
First pass of map marker for the entrance portal
24 Days Ago
Prevent boat building stations from being placed overlapping.
24 Days Ago
Mannequin parts
24 Days Ago
added ziplines and rope ladder to floating city 4 layout to provide easy and quick way down the casino reduced ziplines slack value, 4 was too high for most conditions
24 Days Ago
Add component to floating city prefab and deep sea island prefab
24 Days Ago
Switch from unparenting every entity spawned in the deep sea to using a EntityParentSettings component to ocnfigure detaching children after spawn & skipping running DisableInternalCollisions() - using separate component so we avoid reserializing every entity prefab for now
24 Days Ago
Drop context resolution 12 -> 8 Still gives us plenty of data but saves 4 rays
24 Days Ago
Swap AIDriverUpdateAction InvokeRepeating to InvokeRandomized so we dont flood the thread Run every 100ms rather than every frame
24 Days Ago
naval_update/gun_turret -> naval_update
24 Days Ago
Manifest Codegen
24 Days Ago
naval_update -> gun_turret
24 Days Ago
Apply changes to default prefab
24 Days Ago
Make turret entity invinsible Position changes
24 Days Ago
Rename internall turret seat Move aim position Manifest
24 Days Ago
Interpolate server states with IGenericLerpTarget, thanks Bill!
24 Days Ago
Fix cannon rotation being independent of the boat when turning.
24 Days Ago
Add a way for oneshots to disable the leg animator, blend the weights for it in/out.
24 Days Ago
Fix wrong gibs on cannon
24 Days Ago
Swap yaw/pitch sync vars over to a single ServersideMountedWeaponSnapshot syncvar
24 Days Ago
Fix more rotation issues, offset the parent correctly
24 Days Ago
Point guns in the correct direction
24 Days Ago
Spawn 2 50cal guns for the dual version and point both slightly inwards to rotate towards the same forward Ensure you cant loot the front turret ammo (this will be used by NPCs for reloads)
24 Days Ago
floating city4
24 Days Ago
Merge from monument_notification_sounds
24 Days Ago
Merge from main
24 Days Ago
Fix issues with oil rig sound notification prefab
25 Days Ago
fix flexelement issues with screen resizing
25 Days Ago
Add floating city to "Scenes/Monuments/" menu in editor
25 Days Ago
merge from disable_island_parenting -> deep_sea
25 Days Ago
Pushed a debug change by accident
25 Days Ago
Portal spawns within valid bounds Vehicle whitelist cleanup