133,037 Commits over 4,262 Days - 1.30cph!

5 Days Ago
50cal_Animations -> naval_update
5 Days Ago
50cal_animation -> naval_update
5 Days Ago
Reduce the wave impact on the pt boat so easier to predict + less nausea
5 Days Ago
- Add a replicated var to turn on/off client authority so we dont get stuck in a build without the ability to change - Codegen
5 Days Ago
Update all ship trigger parent shapes to match the ship
5 Days Ago
Projector in stables_b now permanently on
5 Days Ago
Merge from deploy_fixes_wip
5 Days Ago
FX tweak to better faciliate adjacent wall.
5 Days Ago
Try authority with higher yield state acceptance
5 Days Ago
50cal_animations -> naval_update
5 Days Ago
plugged gap in stairs_overhang_300x300_corner
5 Days Ago
double 50Cal mounting sounds and shooting volume changes
5 Days Ago
Bugfix: SpawnGroup now applies entitie's world<->navmesh transformations when picking a spawn point Tests: Spawned ghostship - all NPCs spawned, but not moving (likely my other experimental code borks it)
5 Days Ago
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5 Days Ago
All sizes (S - XXL) of seamless artist canvas added and functional. No LODs, gibs, or icons yet
5 Days Ago
50cal_animations -> naval_update
5 Days Ago
closed gaps at floor level on watch towers
5 Days Ago
Up the updaterate since we are using serverside movement
5 Days Ago
Set both turrets to be serverside only. Won't be as smooth but its release-able
5 Days Ago
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5 Days Ago
filler in gap quality 0 Launch site
5 Days Ago
boat engine now uses more fuel per sec
5 Days Ago
fixed wooden_building_c LOD1 roof not double sided
5 Days Ago
Space LR300 - rebaked worldmodel with latest textures, adjusted emissive colour
5 Days Ago
Update: DynamicNavMesh allows to exclude specific navmesh source roots - Ghostships register to be excluded, since they have their own baked navmesh - [editor-only] Added logic to exclude all roots from the client scene This CL also has some temp ghostship debug code (offsets navmesh to validate it) Tests: in water world spawned a GhostShip and enabled AI - only backed navmesh popped into existence. AI didn't spawn - need to investigate next
5 Days Ago
small oilrig set dressing fixes
5 Days Ago
merge from deep_sea
5 Days Ago
Fixed repel forces blocking whitelisted boats inside the deep sea
5 Days Ago
bunch of shadow proxies to fix light leaking in oilrig
5 Days Ago
50cal_animations -> naval_update
5 Days Ago
Diving tank repose
5 Days Ago
Fixed merge conflicts: - Rewired up turret screenshake effects - Fixed broken values/references
5 Days Ago
updated vm lr300 space anims
5 Days Ago
naval_update -> 50cal_animations (2)
5 Days Ago
naval_update -> 50cal_animations (merge issues)
5 Days Ago
fixed stairs being ass at excavator smaller machine
5 Days Ago
tweaks to rocks in WTP to avoid poking out of cliffs
5 Days Ago
removed rendererbatch from drain and manhole cover prefabs raised them by a bit in ferryterminal to be sure
5 Days Ago
texture update
5 Days Ago
added prevent movement volume to block LOS error spot
5 Days Ago
Glass small surface type for industrial buildings
5 Days Ago
plugged more holes in countryside tunnel entrance
5 Days Ago
Space LR300 - Added emissive sights to worldmodel
5 Days Ago
env volume fix at computer station room at train tunnel hatches
5 Days Ago
added boat hull movement sounds
5 Days Ago
Add ammo display deploy fade-in
5 Days Ago
Added a ForwardAdd pass to the TMP depth offset shader to support point and spot lights on text
5 Days Ago
rebaked powerlines LOD2 textures
5 Days Ago
actually include emissive for alex m
5 Days Ago
updated textures inc emissive for alex m