132,439 Commits over 4,232 Days - 1.30cph!

Yesterday
- set boat/building planner to use viewmodel renderer
Yesterday
mat/texture/folder organisation
Yesterday
merge from main
Yesterday
Fixed RenderedLOD hiding all LODs when using skinned mesh renderers
Yesterday
set 3p boat & building planner, added 3p anims
Yesterday
Merge from naval_missions
Yesterday
removed all textures/materials
Yesterday
Remove using from MapMarkerMissionProvider
Yesterday
merge from main
Yesterday
merge from deep_sea
Yesterday
Increased deep sea exit portal depth, matches the entrance portal When entering the deep sea, we now teleport the players inside the portal instead of at the edge
Yesterday
Small engine detailed colliders.
Yesterday
Merge from naval_missions
Yesterday
Post merge fixes
Yesterday
Updated Prefab to re-include sensor rotation
Yesterday
Fix steering wheel art not getting removed from server.
Yesterday
Merge from naval_update
Yesterday
Merge from parent
Yesterday
Mission map objective markers now work with the deep sea exit marker for objectives that lead you out of the deep sea
Yesterday
Client now requests update to what available missions they have when: - Accepting a new mission - Opening the map - Toggling visibility of mission provider markers in map - Deep sea opens whilst map is open Requests are RPC rate limited
Yesterday
corrected island fudge radius for shore vectors that was adding a lot of noise around islands shore vectors and a visible seam
Yesterday
Fixing skinning for 50 cal right rig
Yesterday
Updated screen material
Yesterday
merge from naval_update
Yesterday
Set all ghost ship lights to important, trying to fix the flickering shadows
Yesterday
Merge from main
Yesterday
Fix "look rotation vector is zero" error spam
Yesterday
Fix NRE's in demo mode causing weather to get stuck in stormy
Yesterday
Fixing 50 cal front left mesh vertex offset
Yesterday
Fix naval scientist corpse using normal scientist skin
Yesterday
merge from boat_building
Yesterday
Added a way to dynamically increase the texture streaming memory budget if the desired texture memory is higher than the current memory budget. The will prevent blurry texture issues on GPUs with a lower amount of VRAM, as the desired texture memory will be met.
Yesterday
merge from naval_update
Yesterday
Renamed boat planner to Boat Building Plan Boat building pieaces pieces now require low amounts of low grade fuel (pitch / tar)
Yesterday
enabled mip streaming on birthday_balloons_clumps_transluceny.png
Yesterday
enabled mip streaming on sofa textures
Yesterday
merge from main
Yesterday
added RW to FX balloon string meshes
Yesterday
Made the texture.memory_vram_factor ConVar available to players as a temporary fix for those that still have the blurry textures issue. This isn't saved when changed to avoid issues in the future with players having the wrong memory budget.
Yesterday
Merge from cardinal_snapped_placement_test
Yesterday
Revert a ddraw debug duration back from my testing.
Yesterday
Merge from deploy_edit
Yesterday
added new rust birthday balloons to crate tools prefab
Yesterday
Cannon animation and viewmodel camera pass
Yesterday
merge from main
Yesterday
Steering wheel material changes
Yesterday
Prefix name change on the steering wheel textures
Yesterday
Updated the guide mesh for the small engine and tweaked textures on the steering wheel
Yesterday
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Yesterday
merge from puzzlereset_command_improvements