129,232 Commits over 4,201 Days - 1.28cph!

Today
Auth placement/building fix
Today
Fixed zfighting planks in supplies barge. Fixed floating cloth and some prop alignment in FC2 and ran S2P. Added wheel to small refinery; both deployed and static version
Today
Fixed floating island map marker text not marked as non static
Today
merge from main
Today
merge from ui_overhead_optims
Today
Fixed a bunch of scaled texts not marked as non static - main menu workshop dropdown items - vendor listings - shockbyte modal
Today
Merge from parent
Today
script updated mesh
Today
merge from main
Today
Revert cargo global network group to Default (from MainIsland)
Add AlignLocalPlayerTurretRotation to force the local players player model to conform to the same rotation lock as replicated players/ai
Codegen
Add Hand IK targets (disable when reloading) Fix front turret flapping around Fix front turret being able to clip into the floor of the boat Move player slightly further away from rear turret
Today
primitive large lootbag halloween loot update
Today
Disable MarkAttackerHostile on 20 static entitites found in floating cities
Yesterday
Fix hips staying locked when moving the turrets up and down
Yesterday
naval_update -> pt_boat_2
Yesterday
paintball_hopper uv tests
Yesterday
Merge from main
Yesterday
Paintball Gun - Blockout mesh and materials
Yesterday
Added a null check for shared materials when preloading textures for hotbar items to prevent NREs when a mesh renderer has a null material
Yesterday
Added generic terrain to FC4 Added baked shore vectors Move the boat vendor on the pier Setup an HLOD for the scene
Yesterday
Improved shore vectors on FC1,2,3 Removed access to casino top floor from barge in FC2 Updated HLODs on FC2,3
Yesterday
Merge from main
Yesterday
Merge from island_scenes
Yesterday
Add compass marker for leaving the deep sea
Yesterday
Fixed beach chair on tropical island 1 pickupable
Yesterday
Add images for the other tropical islands
Yesterday
Merge from parent
Yesterday
Merge from floating_cities
Yesterday
Don't allow players to interact with growable plants in the floating city if they haven't purchased access to the farm
Yesterday
Fixed negative box collider size on casino barge culling volumes Added new floating city map marker S2P FC 1,2,3
Yesterday
Mark LightOccludee as IClientComponent, removes ~1400 unused transforms on the server when loading a floating city Add new ClientStubComponent - an empty client only component that will stop a hierarchy being stripped but will still allow stripping to occur on the server Fix mannequins not rendering when spawned on floating city entity (apply ClientStubComponent to entire bone hierarchy) S2P FC 1,2,3
Yesterday
Added support for CullingVolume to disable LODGroups (optional, see IncludeLodGroup on component) Enabled on Supplies barge so that skinned meshes are disabled Fixed S2P flattening applying to children of CullingVolume, this was stopping CullingVolumes working entirely as they rely on the hierarchy Remove Poolable component on supplies barge clothing S2P FC 1
Yesterday
Merge from parent
Yesterday
Merge from project_hammer
Yesterday
Merge from main
2 Days Ago
RPG fx WIP.
2 Days Ago
Muzzle position fix
2 Days Ago
Cleanup
2 Days Ago
Viewmodel render fix.
2 Days Ago
Viewmodel FX updates.
3 Days Ago
Chainsaw FX.
3 Days Ago
- Fix random low res mip levels by using NativeParallelMultiHashMap instead of FixedList to avoid running out of space. - Fix dropping off-screen instances to low res mip levels by considering all instances for mip level calculations instead of just culling surviors. The old off-screen behavior can be examined by setting `indirect_instancing.streaming_use_all_instances 0`. - Mitigate dropping Unity renderers to low res mip levels when Unity's and Indirect Instancing streaming systems disagree by calling ClearRequestedMipmapLevel() when we have determined mip 7.
3 Days Ago
scientist_boat_ai -> naval_update
3 Days Ago
Dont kill rest of the scientists when the driver dies (not intentional)
3 Days Ago
scientist_boat_ai -> naval_update
3 Days Ago
Only allow killing scientists to happen once Call die on scientists so the loot bags spawn
3 Days Ago
Fix logic bug in pursue player that could possibly cause recursive behaviour (Active target check was flipped)