138,677 Commits over 4,324 Days - 1.34cph!

6 Minutes Ago
Add a placeholder altimeter prefab. Add placeholder prefab to HAB.
10 Minutes Ago
Added two console commands clearcontainer and clearcontainer_radius.
15 Minutes Ago
merge from main
21 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
25 Minutes Ago
Fix naval scientist laser sight not being on during the day
25 Minutes Ago
Clean up
30 Minutes Ago
delay_browser_changes -> main
32 Minutes Ago
Move the attack heli altitude guage calculation to a static so that I can use it for HAB consistency.
36 Minutes Ago
NRE fix and move GetPriv to OnDeployed from ServerInit
40 Minutes Ago
Fix FSMTransitionBase.get_Senses NRE
55 Minutes Ago
Revert region changes until next month - bring back ping for now
58 Minutes 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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2 Hours Ago
Can now override store page elements as well
2 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
3 Hours Ago
Scene2prefab
3 Hours Ago
Scene2prefab
3 Hours Ago
Scene2prefab
3 Hours Ago
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3 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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4 Hours Ago
exported updated 3p ejector seat idle anim
4 Hours Ago
Merge from shipping container optimizations
4 Hours Ago
Committed missing collider mesh for deep sea signal computer
4 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)
5 Hours Ago
beach chair 3p idle anim exported
5 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
5 Hours Ago
Terrain cell mesh colliders with separate cellsize from rendering
5 Hours Ago
merge from main
6 Hours Ago
adjusted LODs
Today
edited minicopter 3p anims
Today
merge from wire_shader_pixel_scaling
Today
prefab updates: - disable r/w on ore gibs - guide mesh corrected on metal box
Today
corpse prefabs updated: - removed gib from comps corpse - comps corpse box bounds - metal corpse box bounds - removed deploy volume from stone corpse
Today
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Today
Fix PartialMobileStaticGrid NRE on startup
Today
Fixed store skin tile header text wrapping issue
Today
Merge from main