140,498 Commits over 4,352 Days - 1.35cph!

2 Months Ago
merge from main
2 Months Ago
audio volume changes
2 Months Ago
Include count of total amount of warnings and errors after the manifest finishes generating
2 Months Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for player connecting to a sleeper from a save emitting an error Tests: unit tests + 2p on Craggy
2 Months Ago
merge from main -> fix_manifest_errors
2 Months Ago
Merge: from main
2 Months Ago
Update: OcclusionValidateGroups now also checks all active players and all sleepers Tests: none, trivial change
2 Months Ago
Bugfix: OcclusionGroup - handle connecting to a sleeper loaded from a save Done via initializing sleeper if it supports server occlusion in PostServerLoad Tests: unit tests + 2p on Craggy with a sleeper in a save
2 Months Ago
Deployable limit convar wip
2 Months Ago
Update: another flow change to ReconnectToASleeperFromSave - added missing PostServerLoad call - adjusted expectations Tests: ran unit test - still fails as expected
2 Months Ago
Update: adjusted the expectations for ReconnectToASleeperFromSave test Realized that original scenario was slightly misimplemented, the flow doesn't exist in our code Tests: ran unit test, it fails as expected
2 Months Ago
- Fix turret movement not being visible to others (when other players are using it) - Half front turret sensitivity
2 Months Ago
fixed paintable window collision - thanks elliot.
2 Months Ago
Handle NRE inside NPCAnimController.DoPrepare()
2 Months Ago
added new sounds to the modular boat steering creaks
2 Months Ago
pt_boat_turret_full_reload -> main
2 Months Ago
- Updated the script for baking paint ball pellet positions to vertex colors to handle sub-meshes and baking the mesh to an asset - Added a new shader for rendering the paintball pellets with the fill funcionality. This includes some basics from the standard shader, such as an albedo map, normal map, and metallic and smoothness maps.
2 Months Ago
repositioned paintable window collision
2 Months Ago
Replaced deep sea Gatorade® with Ocean Water. (Not final)
2 Months Ago
Update: OcclusionGroupTest - add TestNew_ReconnectToASleeperFromSave test Catches a bug in how server occlusion handles this specific initialization path Tests: ran unit test, it fails
2 Months Ago
Item list fixes and optims
2 Months Ago
Merge from naval_update
2 Months Ago
Merge from naval_missions
2 Months Ago
Codegen Increase max distance on tutorial mission 8 position generator
2 Months Ago
frame painting resolutions based on current frames
2 Months Ago
Merge from naval_update
2 Months Ago
- Always check if a player can accept the mission before assigning it - MissionInstance now saves the provider as type IMissionProvider rather than BaseEntity - Fixes for registering tutorial pings on SpeakWith objective type - Don't try to save the dialogue graph if in play mode
2 Months Ago
Merge from main
2 Months Ago
Fixed RobotoMono base material
2 Months Ago
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2 Months Ago
merge from naval_update
2 Months Ago
Fixed colliders, bounds and minigame for palm_tree_tropical_small_a and palm_tree_tropical_med_b
2 Months Ago
merge from naval_update/deep_sea
2 Months Ago
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2 Months Ago
Fixed TreeEntityEditor not inheriting from BaseEntityEditor Fixes bounds handles and manifest info not working properly for tree prefabs
2 Months Ago
Debug mesh finder tool for painting
2 Months Ago
Fixed palm_tree_tropical_short_d colliders
2 Months Ago
merge from naval_update
2 Months Ago
merge from naval_update/deep_sea
2 Months Ago
SKS skinnable correct material order, and also set icon values up correctly and re-rendered icon as they had been lost
2 Months Ago
appended tools box to the storage adaptor allow collision group list
2 Months Ago
ran manifest, icon manifest and localization
2 Months Ago
tools box prefab created
2 Months Ago
tools box item created icon created, matrix model added
2 Months Ago
tools box file struct
2 Months Ago
food box repair and pickup updated
2 Months Ago
Force update sleeping bag map markers when toggling deep sea map layer
2 Months Ago
maybe fix error spam in build about WaterSurfaceTex vs PostOpaqueDepth dimensions (separate from editor issue I think)
2 Months Ago
Horse mask initial model/materials/prefab
2 Months Ago
Tweaked floating cities shore distance, fixing the hole in the map around the floating cities