130,445 Commits over 4,232 Days - 1.28cph!

Yesterday
Flare animation updates
Yesterday
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Yesterday
fixed static tarp materials having wind enabled
Yesterday
material simplifications on temperate_portacabin_building_300_600
Yesterday
Merge from naval_update
Yesterday
- Fix deep sea map marker jitter - Clicking a mission in map view now centers on the deep sea marker if next objective is in the deep sea
Yesterday
farm kiosk adjusted proxy for less shadow acne fixed floating light posts in FC3 +S2P
Yesterday
fixed materials being inconcistent on Ocean Buoy Static, creating popping when LODing
Yesterday
shadow proxy mesh for smallOceanWreckBuoy
Yesterday
converted dilapidated elevator to use point lights with cookies instead of a shadow casting spotlight. Being in the middle of the casino it cannot be afforded, shadow cost too high with the light range it needed too look good.
Yesterday
made ProceduralMapEmpty more empty
Yesterday
merge from main
Yesterday
Fixed checkout result page cover images using texture instead of sprite, causing atlassing issues
Yesterday
merge from rpg_storepage
Yesterday
merge from deepsea_terraintexturing_leak
Yesterday
properly destroying leaked deepsea shorevector / coarseheight / waterheight textures when re-generating
Yesterday
Updated RPG store video
Yesterday
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)
Yesterday
RPG steam icon
Yesterday
Fixed RPG store page using the wrong atlas
Yesterday
HeavyPlatePants repose/lods
Yesterday
HeavyPlateJacket repose/lods
Yesterday
small engine fuel always accessible from pie menu, proxy func changes the order if you're looking at the fuel access collider to prioritize it
Yesterday
merge from engine_improved_fuel_access
Yesterday
More optimisation and geo reduction to floating walkway kit pieces (ongoing WIP)
Yesterday
halved shore vector generation time in editor with batched water depth queries (250ms off the time to get into playmode) - we should jobify the DistanceField stuff as well, but this is a quicker win
Yesterday
merge from floating cities
Yesterday
merge from naval update
Yesterday
Fixed mission giver NPC position in FC3 and 4 S2P all FCs
Yesterday
Merge from parent
Yesterday
fixed paddling pool static and its water plane not culling adjustments to culling distances of following static entities art: boombox, blackjack table, bandit sentry (also uses single drawcall AK47 now instead of 4 mats world model), recycler, slot machine, spinner big wheel, playing card tables ridiculous spinner wheel dropbox drawing distances fixed arcade machine static, bunch of optims
Yesterday
Merging main to main/fpbuild_jenkins
Yesterday
Updating flare rig joints
Yesterday
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Yesterday
FC barge 3600/4200 shadow proxies
Yesterday
disabled shadow casting on some outliers from floating walkways set prefabs
Yesterday
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2 Days Ago
Merge from main_merge_31_oct_try_again
2 Days Ago
Delete duplicate DDrawCommand file CopyPaste updates Reapply junkpile water changes
2 Days Ago
Fixed wonky 3P chainsaw orientation.
2 Days Ago
Merge from shiplighting
2 Days Ago
Merge from foliage_instancing
2 Days Ago
Merge from (parent) naval_update.
2 Days Ago
Added lighting to the 4 variants with bespoke tweaks.
2 Days Ago
Spotlight.on.cool flare tweak.
2 Days Ago
Merge from main (attempt 2, same as last time but kept destination changes on copypaste)
2 Days Ago
Merge from main (deeply cursed merge) Manual changes in: GameManifest-Generate.cs CopyPaste.cs BaseNetworkable.cs BaseEntity.server.cs - could not merge at all, ran text merge GeneralEditorPrefProvider.cs - could not merge at all, ran text merge GameUI.Hud.Map.prefab - kept source changes, will need to redo naval map changes JunkpileWater.cs - complete nightmare, kept source changes and will redo naval changes
2 Days Ago
Merge from foliage_swap
2 Days Ago
Merge from main
2 Days Ago
Override the lerp, not the position