131,485 Commits over 4,232 Days - 1.29cph!

17 Days Ago
Merge: from main
17 Days Ago
Clean: fix formatting in Analytics.Azure.cs Most of file was offset with 2 tabs. Sorry to anyone who has conflicting changes in same file (hopefully no-one) Tests: editor compiles
17 Days Ago
Added front controllers
17 Days Ago
Update: Analytics - track all entity spawn/destroy events after server initializes - change the format of these events to only send vital data - HackableLockedCrate no longer has it's own EntityCreated event Tests: logged analytics on Craggy - saw events being appended after server initialized
17 Days Ago
minor tweaks
17 Days Ago
creating flashlght refresh vm anims
17 Days Ago
Head animation system for turrets Reloading turret starts head anim Crappy test animation
17 Days Ago
merge from rpg_storepage
17 Days Ago
Close button stays in front of the skin viewer Fixes
17 Days Ago
skinnable asset file for tactical gloves
17 Days Ago
Adding new sitting animations for v4 update
17 Days Ago
Added skin viewer in the RPG store page
17 Days Ago
Fixing spinner light fixtures that got broken by shader modifications, part 1
17 Days Ago
Missing files
17 Days Ago
More leg fixes
17 Days Ago
Fixing offset in cake candle hat rig
17 Days Ago
birthday hat wearable prefab setup
17 Days Ago
Disable leg animator to stop hand IKs going crazy
17 Days Ago
Fix broken animations on players/NPCs when taken from a pool.
17 Days Ago
Added more ladders in the spots (FC1/FC2) suggested by QA
17 Days Ago
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Correctly estimate the right prediction time (wasn't taking timeline difference into consideration)
17 Days Ago
Updated material Tactical Gloves
17 Days Ago
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17 Days Ago
Enable arms on both turret seats
17 Days Ago
fix dictionary duplicate entry
17 Days Ago
Adding birthday cake hat rig
17 Days Ago
Merge: from server_occlusion_poppin - Reduce player poppin by making occlusion grid generation more conservative - Bumped occlusion version, will cause regeneration on next server boot Tests: visualized in editor, ran previously failed queries
17 Days Ago
Fixed more issues with shadow biases in the RRP shaders
17 Days Ago
Update: ServerOcclusion - only block occlusion cell if it's fully under terrain - bumped occlusion file version Previously we considered it was blocked if one of sample points was in terrain. This allows more occlusion queries to pass, which should reduce poppin. Tests: visualized new grid, ran previously failing query - they now pass
17 Days Ago
PlayerBoat uses HasDriver to check AnyMounted, corrects flipped behaviour not running
17 Days Ago
Balaclava repose/lods
17 Days Ago
merge from anchored_boat_mass
17 Days Ago
increase boat mass to arbitrarily high value when anchored, won't be pushed arround much but maintains buoyancy behaviour as it's acceleration based
17 Days Ago
fix display scaling and random rotation, assign a bunch of item category overrides
17 Days Ago
footer buttons on sorting
17 Days Ago
Final optimisation on floating walkway pieces
17 Days Ago
Scientists normals fix
17 Days Ago
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Flare animation updates
17 Days Ago
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17 Days Ago
fixed static tarp materials having wind enabled
17 Days Ago
material simplifications on temperate_portacabin_building_300_600
17 Days Ago
Merge from naval_update
17 Days Ago
- Fix deep sea map marker jitter - Clicking a mission in map view now centers on the deep sea marker if next objective is in the deep sea
17 Days Ago
farm kiosk adjusted proxy for less shadow acne fixed floating light posts in FC3 +S2P
17 Days Ago
fixed materials being inconcistent on Ocean Buoy Static, creating popping when LODing
17 Days Ago
shadow proxy mesh for smallOceanWreckBuoy
17 Days Ago
converted dilapidated elevator to use point lights with cookies instead of a shadow casting spotlight. Being in the middle of the casino it cannot be afforded, shadow cost too high with the light range it needed too look good.