136,351 Commits over 4,324 Days - 1.31cph!

12 Days Ago
maybe fix error spam in build about WaterSurfaceTex vs PostOpaqueDepth dimensions (separate from editor issue I think)
12 Days Ago
Horse mask initial model/materials/prefab
12 Days Ago
Tweaked floating cities shore distance, fixing the hole in the map around the floating cities
12 Days Ago
Track/assign editing boat. Toggle finished flag.
12 Days Ago
merge from naval_update
12 Days Ago
merge from main
12 Days Ago
Don't reloading the PT boat turrets when turrets are full - they have to have fired a shot first
12 Days Ago
Updated ghost ship map marker icons Fixed rotations not matching
12 Days Ago
vedning_machine_vis_fix -> main
12 Days Ago
Fix fetch cycle throwing an NRE
12 Days Ago
Added search bar and failed/passed filtering
12 Days Ago
adjusted lod distances on various boxes
12 Days Ago
main -> travelling_vendor_vis_fix
12 Days Ago
mountplayersync_ai_bypass -> main (yolo2)
12 Days Ago
Remove garbage allocations from BaseMission.id property Codegen
12 Days Ago
12 Days Ago
metal box matrix setup, updated icon
12 Days Ago
metal box removing temporary files
12 Days Ago
removed slight finger clipping on vm paintball gun admire animation
12 Days Ago
fixed crazy deploy size on paintable reactive target
13 Days Ago
Compile fix
13 Days Ago
added correct collision for window paintable but still cant see paint
13 Days Ago
latest paintable reactive target lods with power sockets skinned to rig and exported
13 Days Ago
Reinstate GetDeployAndEditPositionRotation checks. Temp disable parent boat chceck for finish editing.
13 Days Ago
Fixed minor zfighting in stone component box and fixed slightly offset origin, refactored explosives component box FBX to separate out glass
13 Days Ago
Applying all my recent shelved work.
13 Days Ago
Merge from naval_update
13 Days Ago
param changes to stone component box corpse, reran manifest
13 Days Ago
merge from naval_update
13 Days Ago
Prevent storage adaptor placement on boats
13 Days Ago
Updated performance logging to include the new shadow quality preset ConVar
13 Days Ago
stone box gibs corpse WIP
13 Days Ago
export update moving camera to origin
13 Days Ago
Merging main to build_cache_redirect
13 Days Ago
ore box prefab adjusted
13 Days Ago
ore box added corpse, split off matrix, lod adjustments, model adjustments
13 Days Ago
food box prefab tweaks for socket
13 Days Ago
Update ignore list to include new boxes
13 Days Ago
Merge from storage_adaptor_box_collisions
13 Days Ago
Merge from main
13 Days Ago
DeployVolume entity group lists now respect the entityMode field Switched the storage adaptor deploy volume collision check to ignore wooden boxes (will still be affected by prevent building check) Converted entity list to a EntityGroup for easier management
13 Days Ago
Icon commit pt 2
13 Days Ago
Icon commit pt 1
13 Days Ago
Added a placeholder charm selector to the skin selector box in the crafting screen Added support for adding arbitrary PropRenderers to the Icon Geneartor manifest (very hacky, needs some cleanup)
13 Days Ago
Convert AccessoryManager into a singleton scriptable object Add a new AccessoryItem class, derives from SteamInventoryItem, basically a skin that points to a charm prefab Convert spawning processes into GameManager so we can use pooling Store a selected charm per item in PlayerPrefs, similar to how we store the selected skin per item
13 Days Ago
Merge from main
13 Days Ago
Merge from naval_update
13 Days Ago
Minor TestRunner refacto
13 Days Ago
Don't turn on all child objects of culling volumes, was only needed to work around an editor bug
13 Days Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for NREs and errors when using -enable-new-server-occlusion-groups - Unit tests to cover parts of old logic and entirety of new logic behavior. 20 tests totaling 255 permutations. Tests: unit tests + 2p on craggy with noclip, teleportation, disconnect, killing sleepers and using OcclusionValidateGroups