139,580 Commits over 4,505 Days - 1.29cph!

7 Months Ago
meds box item, icon, prefabs. matrix models, setup
7 Months Ago
Assign steam item to paintball ammo item definition Add error log before trying to access a potentially null steam item in UIBlueprints::UpdateBlueprints Remove impact effect log spam
7 Months Ago
tryfind_matchiongdeployables_fix -> main
7 Months Ago
Hardening incase traced ent is null (when finding matching deployables)
7 Months Ago
Paintball Gun - hopper shader tests
7 Months Ago
merge from naval_update
7 Months Ago
Prevent crossing if the vehicle has a non whitelisted vehicles parented
7 Months Ago
merge from naval_update/deep_sea
7 Months Ago
boatai_balance_changes -> main
7 Months Ago
changes on crickets ambience values and storm ambience audio volume
7 Months Ago
main -> boatai_balance_changes
7 Months Ago
Swap InvokeRandomised with a 0 randomised value to a standard InvokeRepeating - run every 0.05 instead of every update frame
7 Months Ago
travelling_vendor_vis_fix -> main
7 Months Ago
meds box folder struct b
7 Months Ago
meds box folder struct a
7 Months Ago
Fixed deep sea exit buoys being visible from the main land and the other way around
7 Months Ago
merge from naval_update
7 Months Ago
Added sliders for shadow quality preset attributes and a Cascades enum for the numCascades field
7 Months Ago
Setup AI sleeping on islands, not working, still figuring out why
7 Months Ago
Component DLC Ammo Box - Added initial prefab setup, placeholder meshes and files
7 Months Ago
Sleep AIs on ghostships were not players are nearby, realized island AIs never sleep, still investigating
7 Months Ago
ran manifest and localization
7 Months Ago
food box corpse added, model updates, prefab updates
7 Months Ago
food box prefab updates
7 Months Ago
exported a version of w paintball gun rig without wee little ballz
7 Months Ago
Merge from main
7 Months Ago
merge from sks_skinviewer
7 Months Ago
Merge from /tropicalocean/ Deep Sea ocean iteration, and post tweaks.
7 Months Ago
Compile fix
7 Months Ago
Lighting transition.
7 Months Ago
Clean: reclaim occludees name Tests: compiles
7 Months Ago
Fixed the issue with photo frames having the photo rendering on the frame
7 Months Ago
merge from main
7 Months Ago
merge from vending_cluster_pool_leak_fix
7 Months Ago
merge from sks_skinviewer
7 Months Ago
Set up preliminary stone component box prefabs (WIP), added LODs, deleted obsolete blockout mesh, ran manifest
7 Months Ago
Fix vending machine pool leak Vending machine map marker clusters were leaking a bunch of data every time you open the map
7 Months Ago
Added SKS to the skin viewer
7 Months Ago
Bugfix: OcclusionGroups - make subscribers leave occlusion group once player leaves it - add similar logic to subscribing to a cell This fixes the new unit test, but trips up the old (though I feel the asserts there might be wrong, need to double check). Will validate, but likely will rewrite new logic to be simpler. Tests: unit tests
7 Months Ago
Merge from naval_update
7 Months Ago
merge from main
7 Months Ago
Removed inactive couch from ghostship, it was getting the way of the locked crate spawn.
7 Months Ago
merge from "paintball_gun_tests"
7 Months Ago
ran manifest, ran icon manifest, ran localization
7 Months Ago
box armour item, prefab, icon, matrix
7 Months Ago
box armor naming
7 Months Ago
subtractive merge (sorry about that)
7 Months Ago
merge from paintball gun test
7 Months Ago
merge from paintball gun tests
7 Months Ago
Merge from UpdatedVisibleHolsteredItems_gc_fix