155,722 Commits over 4,536 Days - 1.43cph!

10 Months Ago
50cal_animation -> naval_update
10 Months Ago
Reduce the wave impact on the pt boat so easier to predict + less nausea
10 Months Ago
- Add a replicated var to turn on/off client authority so we dont get stuck in a build without the ability to change - Codegen
10 Months Ago
Update all ship trigger parent shapes to match the ship
10 Months Ago
Projector in stables_b now permanently on
10 Months Ago
Merge from deploy_fixes_wip
10 Months Ago
FX tweak to better faciliate adjacent wall.
10 Months Ago
Try authority with higher yield state acceptance
10 Months Ago
50cal_animations -> naval_update
10 Months Ago
plugged gap in stairs_overhang_300x300_corner
10 Months Ago
double 50Cal mounting sounds and shooting volume changes
10 Months Ago
Bugfix: SpawnGroup now applies entitie's world<->navmesh transformations when picking a spawn point Tests: Spawned ghostship - all NPCs spawned, but not moving (likely my other experimental code borks it)
10 Months Ago
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10 Months Ago
All sizes (S - XXL) of seamless artist canvas added and functional. No LODs, gibs, or icons yet
10 Months Ago
50cal_animations -> naval_update
10 Months Ago
closed gaps at floor level on watch towers
10 Months Ago
Up the updaterate since we are using serverside movement
10 Months Ago
Set both turrets to be serverside only. Won't be as smooth but its release-able
10 Months Ago
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10 Months Ago
filler in gap quality 0 Launch site
10 Months Ago
boat engine now uses more fuel per sec
10 Months Ago
fixed wooden_building_c LOD1 roof not double sided
10 Months Ago
Space LR300 - rebaked worldmodel with latest textures, adjusted emissive colour
10 Months Ago
Update: DynamicNavMesh allows to exclude specific navmesh source roots - Ghostships register to be excluded, since they have their own baked navmesh - [editor-only] Added logic to exclude all roots from the client scene This CL also has some temp ghostship debug code (offsets navmesh to validate it) Tests: in water world spawned a GhostShip and enabled AI - only backed navmesh popped into existence. AI didn't spawn - need to investigate next
10 Months Ago
small oilrig set dressing fixes
10 Months Ago
merge from deep_sea
10 Months Ago
Fixed repel forces blocking whitelisted boats inside the deep sea
10 Months Ago
bunch of shadow proxies to fix light leaking in oilrig
10 Months Ago
50cal_animations -> naval_update
10 Months Ago
Diving tank repose
10 Months Ago
Fixed merge conflicts: - Rewired up turret screenshake effects - Fixed broken values/references
10 Months Ago
updated vm lr300 space anims
10 Months Ago
naval_update -> 50cal_animations (2)
10 Months Ago
naval_update -> 50cal_animations (merge issues)
10 Months Ago
fixed stairs being ass at excavator smaller machine
10 Months Ago
tweaks to rocks in WTP to avoid poking out of cliffs
10 Months Ago
removed rendererbatch from drain and manhole cover prefabs raised them by a bit in ferryterminal to be sure
10 Months Ago
texture update
10 Months Ago
added prevent movement volume to block LOS error spot
10 Months Ago
Glass small surface type for industrial buildings
10 Months Ago
plugged more holes in countryside tunnel entrance
10 Months Ago
Space LR300 - Added emissive sights to worldmodel
10 Months Ago
env volume fix at computer station room at train tunnel hatches
10 Months Ago
added boat hull movement sounds
10 Months Ago
Add ammo display deploy fade-in
10 Months Ago
Added a ForwardAdd pass to the TMP depth offset shader to support point and spot lights on text
10 Months Ago
rebaked powerlines LOD2 textures
10 Months Ago
actually include emissive for alex m
10 Months Ago
updated textures inc emissive for alex m
10 Months Ago
merge from deep_sea