137,018 Commits over 4,324 Days - 1.32cph!

3 Months Ago
▋ ▍▉▆▄▍▄ ▅▇▇▄▋▅▆ ▆▋▍▉▌▊▉ ▄▅▍▊█▋▍▊▊▋▄ ▌▄ ▄▊▅▇ ▊▌ ▄▄▊▍▄██ ▌▄▌▋ █▉▍▄ ▊▌▊▊ ▊▆▄█▊▊▄▌ ▅▅▉▉▉▍▍ ▉▉█ ▆▌ ▅▍▌ ▍▋▌▆█▍▍█ ▌▉▊▍▊▍▊ ▍▇▍ ▊▇ ▋█▆▅▉▉ ▇▉▆▊▋▉▋▇▅▊▌ ▇▉▍▅▋▊▄▌
3 Months Ago
filler in gap quality 0 Launch site
3 Months Ago
boat engine now uses more fuel per sec
3 Months Ago
fixed wooden_building_c LOD1 roof not double sided
3 Months Ago
Space LR300 - rebaked worldmodel with latest textures, adjusted emissive colour
3 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
3 Months Ago
small oilrig set dressing fixes
3 Months Ago
merge from deep_sea
3 Months Ago
Fixed repel forces blocking whitelisted boats inside the deep sea
3 Months Ago
bunch of shadow proxies to fix light leaking in oilrig
3 Months Ago
50cal_animations -> naval_update
3 Months Ago
Diving tank repose
3 Months Ago
Fixed merge conflicts: - Rewired up turret screenshake effects - Fixed broken values/references
3 Months Ago
updated vm lr300 space anims
3 Months Ago
naval_update -> 50cal_animations (2)
3 Months Ago
naval_update -> 50cal_animations (merge issues)
3 Months Ago
fixed stairs being ass at excavator smaller machine
3 Months Ago
tweaks to rocks in WTP to avoid poking out of cliffs
3 Months Ago
removed rendererbatch from drain and manhole cover prefabs raised them by a bit in ferryterminal to be sure
3 Months Ago
texture update
3 Months Ago
added prevent movement volume to block LOS error spot
3 Months Ago
Glass small surface type for industrial buildings
3 Months Ago
plugged more holes in countryside tunnel entrance
3 Months Ago
Space LR300 - Added emissive sights to worldmodel
3 Months Ago
env volume fix at computer station room at train tunnel hatches
3 Months Ago
added boat hull movement sounds
3 Months Ago
Add ammo display deploy fade-in
3 Months Ago
Added a ForwardAdd pass to the TMP depth offset shader to support point and spot lights on text
3 Months Ago
rebaked powerlines LOD2 textures
3 Months Ago
actually include emissive for alex m
3 Months Ago
updated textures inc emissive for alex m
3 Months Ago
merge from deep_sea
3 Months Ago
cake entity fix and krieg shotgun updates
3 Months Ago
▅ ▊▇▌▍▅▄▉▆ ▆▍▉█▋▍▅▇▆█▊▄ ▄▌▌▋▌ ▊▉▅▅ ▊▅▅▋▍▉▉▍ ▆▄██▉▇▆▇▌▅▆█▄▇▍▍▆▅▋▉▄▄▉█ ▇▄▊▌▇▊▋▇ ▉▇ ▍█▆ ▊██▉█ ▄▉▇ ▋▅▆▅▆▉▌ ▌▄ ▍▆█▍▄█▋▇▄▅▇ ▌▌▊██ ▋▉▊▆▍▉ ▍▄▅▊▍█▊ ▅▅ ▌▉▉█ ▋▍▆▉ ▍▋▆█▍▅▉▍█▌▋█ ▍▆▉▅▇▆ █▌ █▉▇▊ ▌▄▉▇▆ ▆▊▉▉▄▊ ▉▊ ▄▄▌▊▋▉▊▍ ▊▅▊▍█▄▉█ █▅█ █▊▉▌▊ ▅▊▅ ▅▆▍▍ ▊▄█ ▇▅▊▆▋▍ ▋▊▅▌ ▍▇
3 Months Ago
bug fixes
3 Months Ago
Removed MonumentInfo components used in the deep sea Added a safeguard in MonumentInfo so monuments in the deep sea aren't added to TerrainMeta.Path.Monuments, it causes issues down the line when the deep sea closes
3 Months Ago
merge from deep_sea
3 Months Ago
Fixed NRE when calling AdminKillNoLoot on BoatAI, storage container ent wasn't loaded yet...
3 Months Ago
Fixed rad volumes still spawning on the exit side of the deep sea
3 Months Ago
Merge from parent
3 Months Ago
merge from naval_update
3 Months Ago
update to lr300 viewmodel with right hand mag release
3 Months Ago
Fixed Spot with inaccurate colliders on cargoship
3 Months Ago
Wetsuit repose
3 Months Ago
base (vanilla) techtree pass
3 Months Ago
Some prevent movement blockers for falling weapons in large oilrig
3 Months Ago
Space LR300 - updated WM and LODs with right hand magazine catch
3 Months Ago
easier traversal on stairs in WTP
3 Months Ago
glass surface type > glass small on security towers
3 Months Ago
Set Canyon type on some environment volumes to kill fog in some monument below terrain zones - not documented so assuming it works like procmap canyons Fixed a hole gap in Miltun entrance