129,554 Commits over 4,201 Days - 1.28cph!

5 Minutes Ago
merge from boat_building
7 Minutes Ago
moved a BaseBoat waterlevel test down a level so unpowered boats don't check it for no reason
8 Minutes Ago
burst compiling GJK distance methods directly, already compatible - not using jobs here as it would need a NativeReference alloc for no reason, we just want the go-fast button - verified compiling with burst inspector
11 Minutes Ago
Compile fix
20 Minutes Ago
Added prevent movement volumes to casino garbage piles near the bar Added prevent movement volumes to casino windows as a failsafe to prevent players from trying to get in through the windows
30 Minutes Ago
Steering wheel changes for always smooth wheel turning visuals and to fix a couple of bugs.
54 Minutes Ago
Reduced material IDs in farm kios by 3. Changed farm sign to standalone asset.
1 Hour Ago
1 Hour Ago
Added Player and Entity to the Network extensions as well (so the source generator chills) Added so source generator as well
1 Hour Ago
Add 4 proof of concept cameras to the cargo ship
1 Hour Ago
Fixed cabinet light bleed on these.
1 Hour Ago
Can now use BaseEntity and BasePlayer as arguments in RPCs. Automatically evaulated at the other side when read This gives us the base to use these as SyncVar types later, (gives us a route out of the OnChildAdded then checking for references loop)
1 Hour Ago
Setup to have cargo ship spawn its own static cctv cameras, defined by a point + rotation + point to look at Prevent the cameras inheriting cargos global network group
1 Hour Ago
Updating horse riding anims to v4 rig
1 Hour Ago
Scene2prefab on all fc variants
1 Hour Ago
Simplified casino culling volume setup using custom mesh collider trigger
2 Hours Ago
Merge: from voice_when_invis_fixes - Voice chat is now heard by nearby invisible players and spectators Tests: tested voice replication between 2 players, when invis and when spectating. invis case also tested disconnect-reconnect while invis.
2 Hours Ago
Fixed floating/clipping objects in FC3 and S2P. Reverted bench seat sitting positions.
3 Hours Ago
Update: allow invis players to listen to nearby voice - invis players are now tracked in BasePlayer.invisPlayers Tests: 2p on Craggy, 2nd player went invis, host tapped mic - replicated. 2nd player disconencted and reconnected, host tapped mic - replicated
3 Hours Ago
converted ladder hatch prefabs to use convex box colliders only added modular boat floor frame and floor.triangle frame prefabs
3 Hours Ago
Boats can't be edited if recently damaged
3 Hours Ago
Update: Spectators can listen to voice of spectated and nearby players - Spectators now exclude themselves from EntityGrid Tests: 2p on Craggy, flew away from the island, started spectating player on island and tapped the mic - it came through
4 Hours Ago
Set halloween wallpapers ingame icons
4 Hours Ago
Added "In Game Icon" field to ItemSkin, allowing us to override the sprite we use in spraycan, crafting and repair bench menus Useful when we want a branded icon in the store but still need a normal item icon to appear in-game. Only applies for skins that do not have proper items, like wallpapers
4 Hours Ago
Removed colliders from floor rugs and tarps
4 Hours Ago
Find the nearest usable station, not just the first
4 Hours Ago
Dock & edit test
4 Hours Ago
Cull hackable crate world canvases by distance (around 150m) Its a global networked entity so the canvas was enabled for all players on the map
4 Hours Ago
added halloween wallpaper store icons and hooked up to wallpaper skin assets. We will need to fix in-game icons at another date
4 Hours Ago
corrected convar bounds
5 Hours Ago
corrected physics bounds
5 Hours Ago
Rewrite how labels are set in ItemDefinition DoPrepare. No differences in the results, wasnt broken before, just less potential calls to the asset database
5 Hours Ago
merge from main
5 Hours Ago
merge from rpg_skin
5 Hours Ago
merge from naval_update
5 Hours Ago
Turned off sRGB on some floating cities related AO textures, downsized some maps that didn't need to be 2k. Removed obsolete temp textures. Added some ladders around FC1 and FC2 to improve water exit. Removed a few chairs from floating walkways and barges to help with perf. Ran S2P on FC1 and FC2.
6 Hours Ago
Cache entity types list and reuse instead of redoing it every time
6 Hours Ago
item description pass
6 Hours Ago
Rpg7 viewmodel - Reduced ironsight curve to re-frame ADS and take up same screen space in ADS as base RPG - Includes base projectile update script with crosshair options - Set crosshair to be visible when in ADS
Today
Merge from parent
Today
Updating paintball block out rig
Today
CullingVolume will no longer make a box collider if it already has a collider and that collider is marked as a trigger (allowing non box shapes to be used)
Today
Merge from fog_fixes
Today
Fixed some awkward interactions with the underground layer controller and deep sea toggle
Today
Refactored fog of war into two separate sets of fog - mainland and deep sea This solves the hardcore mode and deep sea not coexisting as they both tried to write into the same fog images Re-enabled opening the map in hardcore/deep sea Added new server.deepseafogofwar convar, defaults to true on all game modes
Today
merge from fix_portal_clamping -> naval_update
Today
Fixed deep sea fog not working on death screen correctly Fixed fog not calculating while in deep sea until the player opens the map at least once Possibly fixed fog revealing a couple of pixels on the other side of the world
Today
initial potentially better implementation of screen-space/contact shadows, doesn't work yet
Today
Handle FoliageSpawns recreating in deepsea Don't stomp activeTerrains when recreating foliage buffers Fix incorrect terrain size in tropical3 prefab
Today
Clamp position to the output portal when teleporting to and from the deep sea - primarily fixes running enterdeepsea causing you to teleported to middle of deep sea because it didn't clamp the distance from portal