128,677 Commits over 4,201 Days - 1.28cph!

27 Days Ago
Added IClientComponent to CullWhenInside so they never spawn on the server
27 Days Ago
Set floating cities as non global broadcast for now so entering the deep sea doesn't take 2 working days We'll have an HLOD anyway
27 Days Ago
floating city 2 layout update, connected most barges and piers together
27 Days Ago
Update: FileSystemBackend.Load<T> - option to skip caching of loaded asset Using this to try to avoid caching of store assets Tests: opened and closed Abyss page a couple times with DB backend
27 Days Ago
Harmonised plywood across scene, added another plywood variant
27 Days Ago
Merge from parent
27 Days Ago
Compile fix
27 Days Ago
merge naval_update to cannon_code
27 Days Ago
fix Adobe Building Skin token
27 Days Ago
Fix mouse aiming with the cannon
27 Days Ago
Give new state in player anim controller an empty clip with a better name, makes it easier to override per override controller
27 Days Ago
decal_birdcraplarge added
27 Days Ago
Reduce placement height of hull pieces so you can exit the water onto them.
27 Days Ago
Clean: reorganize UI_Store.CloseStoreOverlayPage - added a todo to revisit Tests: none, trivial change
27 Days Ago
Merge from main
27 Days Ago
Can now start and end boat building mode directly from a boat steering wheel if you are within a boat building station. Bunch of refactoring for it to work.,
27 Days Ago
Bugfix: Ensure active UI_StoreItemOverlayPage gets properly cleaned up Tests: tried a bunch of main menu interactions
27 Days Ago
Better navigation through smaller pathways (obstacles on left and right) but clear ahead Only handle the reverse case if the front is blocked (not the sides)
27 Days Ago
merge from skinglowtester_fix
27 Days Ago
Adding new sail rig
27 Days Ago
Make sure running "Generate Schema" without the glow scan doesn't wipe old glow data
27 Days Ago
Restored glow tags on last weeks skins
27 Days Ago
Fix merge conflicts
27 Days Ago
Update: UI_Store - load overlay page dynamically from path Doesn't do unloading yet (gets cached in the asset backend). Also there's a bug with CloseStoreOverlayPage not being called in all cases. Tests: In Editor, loaded Abyss overlay page in store
27 Days Ago
Update: UI_StoreTakeover - store paths instead of guids - ran Update Paths Our filesystem backends only work with paths, so GUIDs were useless. Tests: none, trivial change
27 Days Ago
Codegen
27 Days Ago
merge from main
27 Days Ago
Merge from vram_monitoring
27 Days Ago
security tower lods and collision. skeletonjail collision. fender lods converted to meshlod.
27 Days Ago
Prevent mip map discarding being enabled for texture streaming, as textures that should be in use are being discarded when they shouldn't be
27 Days Ago
merge from meta_shift
27 Days Ago
fixed launchsite crate wheelie on pipe LS s2p
27 Days Ago
made chainsaw vm idle anim longer
27 Days Ago
Updated Radtown loot spawns, T0 had more and sometimes better loot spawning when generating in t0, T0 nerfed - T3 buffed s2p
27 Days Ago
Update: UI_StoreTakeover - store GUIDs to referenced prefabs - Ran Update GUIDs on MenuUI2_Store same goal as before, try to dynamically load/unload store pages. Tests: In editor, opened Abyss store page
27 Days Ago
Merge from main
27 Days Ago
Chainsaw chain now moves in third person
27 Days Ago
meta_shift -> main - blueprint fragment baseline
27 Days Ago
merge from naval_update/deep_sea
27 Days Ago
meta_shift/loot -> meta_shift
27 Days Ago
Added DeepSeaFloatingCity component back to the floating city prefab Manifest
27 Days Ago
Just used lock steering - players do this anyway Better steering tangent calculations (prevents slamming headfirst into walls as much)
27 Days Ago
sail model and textures
27 Days Ago
Update: Run "Update GUIDs" on all store overlay page prefabs Tests: loaded Abyss store page in Editor