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157,914 Commits over 4,566 Days - 1.44cph!

1 Year Ago
If a boat is sinking dont keep trying to apply corrective forces. These forces have always been applied - without it boat sinking looks really cool
1 Year Ago
Fix deep sea network groups being visible if you get close enough to the border, and vise-versa for main island network groups - move deep sea groups onto their own layer despite being in the same physical height
1 Year Ago
Missed file
1 Year Ago
Ensure players are properly killed
1 Year Ago
Moved Small_Ramp folder to Deployable/BoatBuilding Created small ramp deployable and item Created convex colliders for base section Applied Door component, generated icon, applied gibs
1 Year Ago
Dont do any clipping checks for AI on the PT Boat and RHIB
1 Year Ago
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1 Year Ago
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1 Year Ago
Add new ClippingCheckAiMode to BaseVehicle.Server Let's us skip clipping checks for AI, or apply to both AI and players
1 Year Ago
Changed how rockets and flares get added to the attack heli when using fixcars command: Fixcars 1 -> Inserts 1 row of flares Fixcars 2 -> Inserts 1 row of flares and HV Fixcars 3 -> Inserts 1 row of flares, HV and Incen Fixcars (with no parameters) -> Gives flares and HV's (behaviour remains the same)
1 Year Ago
Splats
1 Year Ago
merge from vclouds_demo_timescale_fix
1 Year Ago
fix cloud movement hitching in timescaled demo
1 Year Ago
merge from construction_guide_missing_normal_maps
1 Year Ago
fix some construction guides missing normal maps
1 Year Ago
Progress
1 Year Ago
Helicopter Balance pass: Flares - removed the ability for passengers to manually throw flares from helicopters - added flares to minicopter & scrappie - hot air balloon can cut engines to avoid homing missiles (after 5s of engine being off)
1 Year Ago
merge from fix_ghost_ship_parenting -> naval_update
1 Year Ago
Add a couple of `parent.ShouldChildrenInheritNetworkGroup()` that were missing beside existing `ShouldInheritNetworkGroup()` calls - should fix NPCs parented to ghost ships being global networked instead of local
1 Year Ago
merge from vclouds_amd_seam_fix
1 Year Ago
fix vertical seam in vclouds weather map on AMD
1 Year Ago
merge from ui_overhead_optims
1 Year Ago
Fixed shockbyte popup icons not being marked as dynamic
1 Year Ago
merge from main
1 Year Ago
fixed issue with metal detector anims
1 Year Ago
Big sidetrack experiment, changing parenting/parent behaviour everywhere
1 Year Ago
Enabled map back in the deep sea Its half working, only shows the islands for now
1 Year Ago
merge from naval_update/deep_sea
1 Year Ago
Codegen
1 Year Ago
More deep sea logs Added tree count to deepsea.printentitycount
1 Year Ago
Assigned main island global network group to chinook, chinook scientists and cargoship
1 Year Ago
Added avoidDeepSeaPortal and avoidDeepSea parameters to TerrainMeta::RandomPointOffshore - Chinook avoids the deep sea playable area when egressing and spawning - Cargo avoids the deep sea playable area AND deep sea portal side when spawning (egressing changes to come) Added CH47HelicopterAIController.dropCrate command to force chinooks to leave
1 Year Ago
Remove duplicate entity from PlayerBoat prefab that I just spent 2 hours trying to fix in code.
1 Year Ago
Mesh fixes and tweaks for the CH47 casino variant
1 Year Ago
collision fixes on barge oil rig legs prison security tower
1 Year Ago
1 Year Ago
Hook new scientist bullet trail, helps players get more spatial awareness with longer lasting trails
1 Year Ago
Scientist will rush players that are undergeared more often, instead of playing too defensive against bows
1 Year Ago
Add buoyancy wave amplitude for ghost ships, set it to 40% for now.
1 Year Ago
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1 Year Ago
Chinook avoids the deep sea side when randomising its spawn position
1 Year Ago
merge from shore_vectors
1 Year Ago
sending client RPC to a player when entering the deep sea, currently only used to reset deepsea terrain texturing data
1 Year Ago
Editor force on helicopter compile fix
1 Year Ago
RPG7 - Texture & material update, icon
1 Year Ago
rpg skin vm animations edited
1 Year Ago
binoculars refresh world model/LODS (might need tweaking) and viewmodel materials and textures
1 Year Ago
un-gate indirect instancing for testing purposes
1 Year Ago
Fix build by scrapping the function pointer idea.
1 Year Ago
Merge: from baseplayer_vis_nre - Simplified how debug.invis works - Reimplemented how global.spectate and spectateid work - spectator no longer parents to the spectated player - Tightened existing debug logs around mystery baseplayer NRE. This eliminates a source of potential NREs related to players spectating others, but doesn't outright forbid them Tests: 2p sesions on Craggy, one player spectates other - killed scientist with AK(hs audio replicated), helicopter fly around, motorbike ride around, noclipped outside of usual network range and back, cycled invis, left the server and returned - no issues. Tried debug camera.