132,997 Commits over 4,232 Days - 1.31cph!

2 Days Ago
All combat entities (things with health) show health info below a set health threshold (default 75%), or for 1s after being attacked, or when the player is holding a hammer. - Some exceptions still apply, like when mounted to vehicles, but most things have been changed to be in parity with the new standardization
2 Days Ago
updated vm lr300 space gun reload anim
2 Days Ago
Bugfix: handle spawn groups on non-baseentity gameobjects Tests: procgen 2.5k in editor
2 Days Ago
space lr300 icon and hooked up to item prefab and steam item
2 Days Ago
Binoculars anim refresh polish
2 Days Ago
Clear TriggerHurtNotChild source entity/hurt trigger user when converting boats to editable
2 Days Ago
M92 - Added updated viewmodel and worldmodel
2 Days Ago
Fix duplicate var name
2 Days Ago
Simple fix to a broken collider on one of the control panels in NMS that would allow to drop backpacks inside them
2 Days Ago
Fixed alpha on gibs. Fixed orientation of XXL canvas in painting mode.
2 Days Ago
Disabled vcol modulation on crates material. Batching messes up vcol when grouping meshes.
2 Days Ago
Fixed the bug with changing renderscale/dlss with Volumetric clouds set to Ultra that would blit the wrong texture to the screen
2 Days Ago
enabled decal layers [all] on mboat materials
2 Days Ago
Fixed broken shadows on improvised_walkway_roof_tarp_300x600_a
2 Days Ago
Fixed the render texture memory leak in the Icon Render scene
2 Days Ago
LODs and gibs for artist canvas L, XL, XXL + prefab setup
2 Days Ago
updated vm and 3p lr300 space gun anims
2 Days Ago
Added incen rockets to fixcars 3 Added a help field to the fixcars
2 Days Ago
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2 Days Ago
Flare weapon refresh animation polish
2 Days Ago
naval_update -> main - Staging wipe, Course locked, no piviting now
2 Days Ago
Merge: from navmeshsurface_optim - Optim: Ghostships now use a static, detached navmesh, saving us on navmesh re-integration every physics step - New scientists adapted to work with detached navmesh - In C+S editor, we now automatically exclude client-scene entities from dynamic navmesh gen Tests: spawned all ghost ships, observed scientists patrolling, dogfighting, sprinting
2 Days Ago
Coconut Underwear Repose
2 Days Ago
Clean: remove obsolete TODOs Tests: none, trivial change
2 Days Ago
boat engine t2 Updated t2 techtree
2 Days Ago
Clean: remove test code that offset the baked navmesh Prepping to merge back Tests: spawned all variations of ghostship, engaged scientists - didn't spot any weirdness
2 Days Ago
greatly reduce low grade fuel cost for boat building
2 Days Ago
Merge: from main
2 Days Ago
HockeyMask repose
2 Days Ago
Bugfix: LimitedTurnNavAgent - when path following, ensure facing direction is applied in world space Previously it was done in navmesh space, causing scientists to look in the sky during dogfight Tests: observed scientists dogfighting and chasing behaviors - they either looked in direction of run or me
2 Days Ago
merge from main
2 Days Ago
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2 Days Ago
shift DeployAndEditCooldown to the end of the frame, the Busy flag it sets messes with some vehicle initialization behaviour otherwise
2 Days Ago
Add christmas branding
2 Days Ago
save++ network++ persistance++
2 Days Ago
merge from boat_building
2 Days Ago
Tweak bbs deployable blocking collider
2 Days Ago
SmallBackpack repose
2 Days Ago
merge from Cannon_Animation
2 Days Ago
boat steering anim update
2 Days Ago
updated cannonball craft, removed duplicate item blueprint comp crafts 2 at once
2 Days Ago
Update cannon deployed prefab to use the correct viewmodel camera animation and eye position
2 Days Ago
Merge from parent
2 Days Ago
More shore material tweaks
3 Days Ago
fixed floating net, incorrect material assignment to rope_docks on ghost ships
3 Days Ago
fixed incorrect surface types on adobe frame prefabs
3 Days Ago
Adjust tropical shore settings
3 Days Ago
Add tropical underwater visual parameters and blend with shore distance
3 Days Ago
Fix wrong lighting in underground scenarios by issuing instanced draw calls earlier in frames where reflection are rendered.
3 Days Ago
Actually apply and respect render layers when instancing