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145,543 Commits over 4,444 Days - 1.36cph!

7 Months Ago
setup worldmodel prefab for lr300 space gun
7 Months Ago
Removed deep sea hackable crate map marker
7 Months Ago
Admin killing the PT Boat turrets will now also destroy the bpat itself
7 Months Ago
50cal_animations -> naval_update
7 Months Ago
S2P all
7 Months Ago
merge from boat_building
7 Months Ago
50cal -> naval
7 Months Ago
Added a ConVar for toggling the texture dynamic memory budget adjustments
7 Months Ago
50cal_Animations -> naval_update
7 Months Ago
50cal_animation -> naval_update
7 Months Ago
Reduce the wave impact on the pt boat so easier to predict + less nausea
7 Months Ago
- Add a replicated var to turn on/off client authority so we dont get stuck in a build without the ability to change - Codegen
7 Months Ago
Update all ship trigger parent shapes to match the ship
7 Months Ago
Projector in stables_b now permanently on
7 Months Ago
Merge from deploy_fixes_wip
7 Months Ago
FX tweak to better faciliate adjacent wall.
7 Months Ago
Try authority with higher yield state acceptance
7 Months Ago
50cal_animations -> naval_update
7 Months Ago
plugged gap in stairs_overhang_300x300_corner
7 Months Ago
double 50Cal mounting sounds and shooting volume changes
7 Months Ago
Bugfix: SpawnGroup now applies entitie's world<->navmesh transformations when picking a spawn point Tests: Spawned ghostship - all NPCs spawned, but not moving (likely my other experimental code borks it)
7 Months Ago
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7 Months Ago
All sizes (S - XXL) of seamless artist canvas added and functional. No LODs, gibs, or icons yet
7 Months Ago
50cal_animations -> naval_update
7 Months Ago
closed gaps at floor level on watch towers
7 Months Ago
Up the updaterate since we are using serverside movement
7 Months Ago
Set both turrets to be serverside only. Won't be as smooth but its release-able
7 Months Ago
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7 Months Ago
filler in gap quality 0 Launch site
7 Months Ago
boat engine now uses more fuel per sec
7 Months Ago
fixed wooden_building_c LOD1 roof not double sided
7 Months Ago
Space LR300 - rebaked worldmodel with latest textures, adjusted emissive colour
7 Months Ago
Update: DynamicNavMesh allows to exclude specific navmesh source roots - Ghostships register to be excluded, since they have their own baked navmesh - [editor-only] Added logic to exclude all roots from the client scene This CL also has some temp ghostship debug code (offsets navmesh to validate it) Tests: in water world spawned a GhostShip and enabled AI - only backed navmesh popped into existence. AI didn't spawn - need to investigate next
7 Months Ago
small oilrig set dressing fixes
7 Months Ago
merge from deep_sea
7 Months Ago
Fixed repel forces blocking whitelisted boats inside the deep sea
7 Months Ago
bunch of shadow proxies to fix light leaking in oilrig
7 Months Ago
50cal_animations -> naval_update
7 Months Ago
Diving tank repose
7 Months Ago
Fixed merge conflicts: - Rewired up turret screenshake effects - Fixed broken values/references
7 Months Ago
updated vm lr300 space anims
7 Months Ago
naval_update -> 50cal_animations (2)
7 Months Ago
naval_update -> 50cal_animations (merge issues)
7 Months Ago
fixed stairs being ass at excavator smaller machine
7 Months Ago
tweaks to rocks in WTP to avoid poking out of cliffs
7 Months Ago
removed rendererbatch from drain and manhole cover prefabs raised them by a bit in ferryterminal to be sure
7 Months Ago
texture update
7 Months Ago
added prevent movement volume to block LOS error spot
7 Months Ago
Glass small surface type for industrial buildings
7 Months Ago
plugged more holes in countryside tunnel entrance