134,678 Commits over 4,293 Days - 1.31cph!

Today
Code refactor, fixed painting LOD issue, Added animation curve to UV offset for polished movement
Today
Make buoyancy write back 10x faster, still needs to be bursted. Fix warnings from temp allocs that weren't needed at all.
Today
Fixed deployable LOD distances for the Scientist plushies. Adjusted worldmodel lod distances for the scientist plushies to match hazmat plushie
turret_ai_dotproduct_fix -> main
Fixed ai turrets (on pt boats) firing off into the distance when an actual target is nearby
boatai_singlegroup_attacks -> main
Today
Deep sea rads bypass the armor Buoys LOD tweaks
Today
Paintable Reactive Target - Added paint collision and paintable meshes, further setup prefabs for painting, needs some more fixing, updated manifest and localization, etc
When looking for scientist boat targets: only target a player if they aren't targetted by another group This stops players travelling through the middle of the deepsea and grabbing every boat ai group at once
ptboat_mountedturret_improvements
- Fixed dryfire sound not working - Fixed IsReloading flag being set to false too quickly - Fixed ammo phrase compile bug
Today
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Today
Fix workshop player models not playing their animations.
Today
Merge from naval_update
Today
updated w wallpaper.anim.controller with correct anims
Wallpaper tool third person animator setup to receive updates to surface type for different deploy animations Removed unrigged model from wallpaper tool entity, correct third person model for surface type now gets enabled/disabled
Today
More potential crash fixes to do with model flexes Scale JIGGLE_IS_BOING jiggle bones with bone scale Fixed double bound checks in map loading Fixed a NPE crash with CrossbowLoad effect
Today
Store navmesh modifier volumes in a sparse grid for faster retrieval
Today
Fixed double bound checks in map loading Fixed a NPE crash with CrossbowLoad effect
Reimplement 138911 (turret dryfire)
Today
merge from main
Today
Fixed Heavy Scientist and Scientist Plushies from disappearing on boat building or editing, was missing Vehicle Large groundwatch layer
Today
Tweak position of codelock on steering wheel to fix bolts clipping.
Today
Disable PlayerBoat clippingChecks, they're not used currently and handled elsewhere
boatai_leftover_logs_2 -> main
Today
Merge: from triggerparentdelayedexit_optim - Nothing, this just fixes merge history to avoid showing it as a non-merged branch Tests: none, no files changed
Yesterday
final folder cleanup - Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder
Yesterday
merge from naval_update
Yesterday
merge from sprinkler_vis_refactor
Yesterday
Remove mobile splashables from mobilePositions when deregistering
Yesterday
merge from naval_update
Yesterday
merge from naval_update/deep_sea
Yesterday
Merge: from main
Yesterday
boogieboard ejectorseat and raft idle updates
Yesterday
rigged wallpaper and intial setup. Need martyn to look at
Yesterday
Fixed buoy material reverting to green because of RendererLOD, switched to MPB too
Yesterday
set up steam items for scientist and heavy scientist plushies, fixed invisible world model and wrong collision on heavy scientist plushie, fixed missing world model outline on scientist plushie, fixed repair and pickup references on both
Yesterday
Moved boat shop vendor up in FC3 to fix leg clipping. Ran S2P.
Yesterday
Increased deep sea buoy flare LOD distance
Yesterday
Fix a couple of bugs with boat health after loading
Yesterday
Last deep sea wipe alarm now loops
Yesterday
Added detail normal wrinkles to paintable canvas mat, changed lodgroup to rendererlods on frameless canvas prefabs
Yesterday
Fix respawn position issue when boats are saved during dying
Yesterday
Increased deep sea exit portal map marker size
Yesterday
set frame textures to 2k
Yesterday
Portal buoy lights change depending on deep sea state
Yesterday
Merge from boat_inside_test
Yesterday
merge from main