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156,959 Commits over 4,566 Days - 1.43cph!

12 Months Ago
Added support for CullingVolume to disable LODGroups (optional, see IncludeLodGroup on component) Enabled on Supplies barge so that skinned meshes are disabled Fixed S2P flattening applying to children of CullingVolume, this was stopping CullingVolumes working entirely as they rely on the hierarchy Remove Poolable component on supplies barge clothing S2P FC 1
12 Months Ago
Merge from parent
12 Months Ago
Merge from project_hammer
12 Months Ago
Merge from main
12 Months Ago
RPG fx WIP.
12 Months Ago
Muzzle position fix
12 Months Ago
Cleanup
12 Months Ago
Viewmodel render fix.
12 Months Ago
Viewmodel FX updates.
1 Year Ago
Chainsaw FX.
1 Year Ago
- Fix random low res mip levels by using NativeParallelMultiHashMap instead of FixedList to avoid running out of space. - Fix dropping off-screen instances to low res mip levels by considering all instances for mip level calculations instead of just culling surviors. The old off-screen behavior can be examined by setting `indirect_instancing.streaming_use_all_instances 0`. - Mitigate dropping Unity renderers to low res mip levels when Unity's and Indirect Instancing streaming systems disagree by calling ClearRequestedMipmapLevel() when we have determined mip 7.
1 Year Ago
scientist_boat_ai -> naval_update
1 Year Ago
Dont kill rest of the scientists when the driver dies (not intentional)
1 Year Ago
scientist_boat_ai -> naval_update
1 Year Ago
Only allow killing scientists to happen once Call die on scientists so the loot bags spawn
1 Year Ago
Fix logic bug in pursue player that could possibly cause recursive behaviour (Active target check was flipped)
1 Year Ago
naval_update -> scientist_boat_ai
1 Year Ago
pt_boat_2 -> naval_update
1 Year Ago
Compile errors
1 Year Ago
merge from deep_sea_repel -> naval_update
1 Year Ago
Fix NRE when checking if vehicle is near portal and needs repel force but portal / deep sea entity hasn't been spawned yet
1 Year Ago
Add collider to the back of the deep sea portals so it's not possible to get fully through the trigger but not teleported
1 Year Ago
Fix playerboat.SetSailsOpen not working because of auth and wrong player position
1 Year Ago
Bugfix: AnalyticsV2 - fix invalid Json aggregation - logs are aggregated again to reduce spam This breaks azure bulk aggregation, but now the code structure is in place to support both Tests: ran unit tests
1 Year Ago
Add repel force for vehicles that aren't allowed to teleport before they reach the entrance & exit portal - split old repel code into separate method - check both portal distance and normal ValidBounds distance on the main island - only check portal distance in deep sea
1 Year Ago
Split into `CanTeleportToDeepSea()` and `CanTeleportToMainIsland()` incase we need that functionality later, both call the same "can this entity teleport" method for now
1 Year Ago
Added hackable crate to ghost ships When the deep sea opens, we spawn one single hackable crate in a random ghost ship Added deepsea.hackablecrates_count, default to 1
1 Year Ago
Bugfix: AnalyticsV2 - don't miss client-only initialization during bootstrap flow Tests: monitored client bootstrap analytics
1 Year Ago
Codegen Manifest
1 Year Ago
fix world model outline not showing on loaded rpg ammo (for dropped item) - added a check before showing world outlines for if the transfom is active in hierarchy, if not, no outline
1 Year Ago
merge from cannon_water_fixes
1 Year Ago
FIx cannon water factor override only existing on clients
1 Year Ago
Floating city 1 2 3 scene2prefab
1 Year Ago
Fix floating point overlow in mip level calculation
1 Year Ago
merge from naval_update/deep_sea
1 Year Ago
Added renderer for the sea floor in the deep sea, moving it from Y -100 to -50 to match the terrain margin height Removed the bottom radiation volume
1 Year Ago
Revamped the culling volume setup for the casino interior to improve performance / casino interior will only render when entering through the elevator Added fake curtains to block off the interior when peeking from outside Various other tweaks and fixes
1 Year Ago
re-populated entity prefab (would not re-connect), added rotational offsets to match existing position, will most likely conflict when merging with player update entity
1 Year Ago
Bugfix: AnalyticsV2 - skip client analytics if steam hasn't been started Tests: none, trivial change
1 Year Ago
re-populated worldmodel prefab (would not re-connect), scale and collider updates
1 Year Ago
set viewmodel prefab to use bone based animation
1 Year Ago
Bugfix: AnalyticsV2 - Log and DryRun no longer skip accumulators and uploaders once changed As an extra, it got rid of a bunch of inheritance code Tests: ran unit tests and logged analytics in editor
1 Year Ago
Fix shooting/reloading cannons under water
1 Year Ago
Add playerboat.sink
1 Year Ago
Fix bug that capped the amount of cameras you can add to a computer station at 256 characters of the combined identifiers, caused by the default max length when reading the joined bookmark string on the client. Bumped it to 1024 which should be more than enough for most situations.
1 Year Ago
fix deploy guide"built-in render texture type not found" error
1 Year Ago
Merge: from main
1 Year Ago
naval_update -> pt_boat_2
1 Year Ago
merge from ferry_cameras
1 Year Ago
Assigned names to the 4 static cctv cameras at ferry terminal, they actually work now. S2P FERRYDOCK, FERRYUTILITIES, FERRYPARKING, FERRYLOGISTICS