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158,242 Commits over 4,566 Days - 1.44cph!

1 Year Ago
footer buttons on sorting
1 Year Ago
Final optimisation on floating walkway pieces
1 Year Ago
Scientists normals fix
1 Year Ago
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1 Year Ago
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1 Year Ago
Flare animation updates
1 Year Ago
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1 Year Ago
fixed static tarp materials having wind enabled
1 Year Ago
material simplifications on temperate_portacabin_building_300_600
1 Year Ago
Merge from naval_update
1 Year 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
1 Year Ago
farm kiosk adjusted proxy for less shadow acne fixed floating light posts in FC3 +S2P
1 Year Ago
fixed materials being inconcistent on Ocean Buoy Static, creating popping when LODing
1 Year Ago
shadow proxy mesh for smallOceanWreckBuoy
1 Year 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.
1 Year Ago
made ProceduralMapEmpty more empty
1 Year Ago
merge from main
1 Year Ago
Fixed checkout result page cover images using texture instead of sprite, causing atlassing issues
1 Year Ago
merge from rpg_storepage
1 Year Ago
merge from deepsea_terraintexturing_leak
1 Year Ago
properly destroying leaked deepsea shorevector / coarseheight / waterheight textures when re-generating
1 Year Ago
Updated RPG store video
1 Year Ago
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)
1 Year Ago
RPG steam icon
1 Year Ago
Fixed RPG store page using the wrong atlas
1 Year Ago
HeavyPlatePants repose/lods
1 Year Ago
HeavyPlateJacket repose/lods
1 Year Ago
small engine fuel always accessible from pie menu, proxy func changes the order if you're looking at the fuel access collider to prioritize it
1 Year Ago
merge from engine_improved_fuel_access
1 Year Ago
More optimisation and geo reduction to floating walkway kit pieces (ongoing WIP)
1 Year Ago
halved shore vector generation time in editor with batched water depth queries (250ms off the time to get into playmode) - we should jobify the DistanceField stuff as well, but this is a quicker win
1 Year Ago
merge from floating cities
1 Year Ago
merge from naval update
1 Year Ago
Fixed mission giver NPC position in FC3 and 4 S2P all FCs
1 Year Ago
Merge from parent
1 Year Ago
fixed paddling pool static and its water plane not culling adjustments to culling distances of following static entities art: boombox, blackjack table, bandit sentry (also uses single drawcall AK47 now instead of 4 mats world model), recycler, slot machine, spinner big wheel, playing card tables ridiculous spinner wheel dropbox drawing distances fixed arcade machine static, bunch of optims
1 Year Ago
Merging main to main/fpbuild_jenkins
1 Year Ago
Updating flare rig joints
1 Year Ago
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1 Year Ago
FC barge 3600/4200 shadow proxies
1 Year Ago
disabled shadow casting on some outliers from floating walkways set prefabs
1 Year Ago
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1 Year Ago
Merge from main_merge_31_oct_try_again
1 Year Ago
Delete duplicate DDrawCommand file CopyPaste updates Reapply junkpile water changes
1 Year Ago
Fixed wonky 3P chainsaw orientation.
1 Year Ago
Merge from shiplighting
1 Year Ago
Merge from foliage_instancing
1 Year Ago
Merge from (parent) naval_update.
1 Year Ago
Added lighting to the 4 variants with bespoke tweaks.
1 Year Ago
Spotlight.on.cool flare tweak.