userandrecancel

12,532 Commits over 3,806 Days - 0.14cph!

1 Year Ago
Merge from save239
1 Year Ago
Cargo ship environment volume layer fix
1 Year Ago
Added water physics trigger to cargo ship (reusing existing environment volume)
1 Year Ago
Added environment volume to sewer branch (water physics issues)
1 Year Ago
Display waves even on lowest ocean quality (gameplay advantage if we don't do this)
1 Year Ago
CodeGen
1 Year Ago
Added water.scaled_time convar (works similarly to UseScaledTime toggle on the old water)
1 Year Ago
Add water.scaled_time convar
1 Year Ago
Merge from save239
1 Year Ago
Compile fix
1 Year Ago
Merge from save239
1 Year Ago
Disable LerpBetweenPointsBool batching toggle if entity is parented Disable OnSkinRefreshStart / OnSkinRefreshEnd batching toggle if entity is parented
1 Year Ago
Skip stability check if entity has a parent (fixed doors on tugboat breaking due to lack of stability)
1 Year Ago
Fixed being unable to place doors on tugboat
1 Year Ago
Actually allow deployment of autoturret on tugboat
1 Year Ago
AutoTurret is on when parent has engine on AutoTurret cannot be connected by wire if it has a parent
1 Year Ago
Marking several deployables as deployable on the tugboat: BBQ, bed, campfire, chair, fridge, furnace, storage boxes, locker, mixing table, repair bench, research table, rugs, shelves, guntrap, sleeping bag, sofa, table, workbenches, autoturret, flameturret
1 Year Ago
Fixed LODComponent.ToggleDynamic issues
1 Year Ago
Correctly mark all LODComponent as dynamic on parented entities
1 Year Ago
Replacing per-socket setDeployableAsParent with per-entity ForceDeployableSetParent override (to support free deployment without sockets)
1 Year Ago
Fixed ServerProjectile NRE when hitting water
1 Year Ago
Merge from save239
1 Year Ago
Fixed WaterLevel ignoring water volumes and reverted fishing pole and water sockets to use WaterLevel
1 Year Ago
Projectile fixes (things I broke in 83834)
1 Year Ago
Fixed GamePhysics queries not handling WaterCollision triggers
1 Year Ago
Fixed several underwater projectile issues (speargun)
1 Year Ago
Fixed projectile water penetration on ocean
1 Year Ago
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1 Year Ago
Merge from water5_final
1 Year Ago
Fixed FoliageGridBatch bounds calculation being incorrect (causing large foliage to pop in and out of view)
1 Year Ago
Merge from water5_final
1 Year Ago
Fixed SocketMod_InWater (was broken inside pools) Fixed fishing rod (was broken almost everywhere)
1 Year Ago
Subtracting 83705 (merge conflict, will have to reapply once we're on main with everything)
1 Year Ago
Added WaterVisibilityTrigger to sewer branch (only had WaterCullingVolume which is purely visual)
1 Year Ago
Merge from water5_final
1 Year Ago
Fixed normals missing entirely from rivers (and I think lakes)
1 Year Ago
Fixed GetGroundInfo missing ocean hits Fixed GetMaterialAt not supporting ocean hits Fixed water footsteos spawning at terrain level instead of ocean level
1 Year Ago
Added NotEqual option to VertexLit Blended Custom and WaterDrop shaders
1 Year Ago
Added ReflectionMask property to the "Environment Properties" asset to adjust the layers that are included in reflections
1 Year Ago
Added reflection.forceupdate convar to quickly update world reflections even if stationary
1 Year Ago
Merge from water5_final
1 Year Ago
Fixed being unable to deploy boogie boards or inner tubes in the ocean (SocketMod_InWater fix)
1 Year Ago
Merge from main
1 Year Ago
Batching fix for parented entities
1 Year Ago
Log warning when ItemSkin.icon is unset instead of failing the build
1 Year Ago
Re-enabling graphics jobs on macOS (crash was potentially fixed in 2021.3.24f1)
1 Year Ago
2021.3.26f1 ProjectVersion.txt (was already in use on the build server, should not change anything)
1 Year Ago
Merge from water5_final
1 Year Ago
Fixed WaterOverlay.Update doing its underwater test 1 unit below the actual camera position, breaking the moonpool water transition
1 Year Ago
Fixed water visibility mask not masking out ocean Fixed moonpool water body type & water visibility mask