130,733 Commits over 4,232 Days - 1.29cph!

15 Days Ago
Shortened bird poo decal effect. Cabin no longer enterable
15 Days Ago
Remove dismount overrides from PlayerBoat now they're not needed
15 Days Ago
Renaming paintball rig
15 Days Ago
Adding paintball gun rig
15 Days Ago
merge from parenting_improvements
15 Days Ago
compile fix for BaseMountable change - switched out client-incompatible check to an explicit disabling of the behaviour from the vehicle parent instead - set flag on PlayerBoat only
15 Days Ago
Refactors to LoadedAmmoWorldModel from feedback
15 Days Ago
Optim: UsePlayerTasks - pre-allocate NetWrites when sending snapshot queues This should reduce contention on the Pool<NetWrite>'s lock and let worker threads blast as fast as possible. Will need to revisit after measuring the pre-alloc overhead for main thread. Tests: On Craggy with UsePlayerUpdateJobs 2 flew away from island's network range then back - entities were where there have been before flying away.
15 Days Ago
Restore return for invalid dismount positions, not affecting us anymore after moving seat positions
15 Days Ago
Replaced redundant entities with props in all floating city barges and walkway prefabs Created a prop version of the electric furnace prefab
15 Days Ago
Large oilrig S2P (fixes old scientists spawning again after merge from main 134314)
15 Days Ago
merge from parenting_improvements - just the stairs parenting volume
15 Days Ago
gave boat stairs their own parenting trigger volume
15 Days Ago
Merge from bbb_deploy_changes
15 Days Ago
Fix hit particles not rendering
15 Days Ago
Disable MarkAttackerHostile on two more entities
15 Days Ago
Fix MountedWeaponSeat NRE
15 Days Ago
Push the wander direction away from the wall if it gets too close. Hopefully this will stop scientist boats congregating at the corners of the deepsea for no reason
15 Days Ago
naval_update -> pt_boat_2
15 Days Ago
scientist_boats_gameplay_2 _> naval_update
15 Days Ago
pick up fuel when picking up boat engine
15 Days Ago
Fix fingers not working on reload animations
15 Days Ago
More PlayerBoat prefab cleanup
15 Days Ago
merge from fix_ice_skin_particles to fix chainsaw fx lighting issues
15 Days Ago
Merge the two separate layers/loops into one for GetDeployedEntities
15 Days Ago
Fixed broken towel lods and floating props in casino
15 Days Ago
Deep sea icon for the map and death screen toggle button
15 Days Ago
Remove BoatBuildingBlock.ForceDeployableSetParent override. BoatBuildingStation.GetDeployedEntities() now grabs consutrction layer non-building block entities (doors, windows, etc) to parent them instead of relying on previous BBB override.
15 Days Ago
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15 Days Ago
Removed the collision on the deep sea portal buoys
15 Days Ago
merge from boat_mountable_fixes
15 Days Ago
set steering wheel as DirectlyMountable, behaviour is the same but shortcuts checking the vehicle parent MountInfo in some cases
15 Days Ago
check whether the BaseMountable is a MountPoint for its vehicle parent when checking HasValidDismountPosition - already being checked for retrieving the actual positions, this just stops the menu item being hidden in some cases
15 Days Ago
single 50cal animation update
15 Days Ago
Fixed error with towel LOD materials
15 Days Ago
merge from deep_sea
15 Days Ago
Don't kill deep sea manager and deep sea portals during the deep sea wipe
15 Days Ago
Remove unintended building volume from PlayerBoat
15 Days Ago
All heads LODs Heads combined into 1 object per LOD
15 Days Ago
Merge from render_pipeline_testing
15 Days Ago
setting ForceDeployableSetParent to true for the PlayerBoat so parenting deployables actually works
15 Days Ago
Mark small ramp colliders as r/w
15 Days Ago
S2P on FC3 to incorporate new HLOD changes
15 Days Ago
RRP: Fixed shadow bias calculations for point and spot lights
15 Days Ago
Regenerated FC3 HLOD from scratch to remove weird stacking error
15 Days Ago
Restored cargoship global network behaviour to MainIsland
15 Days Ago
Merge: from main
15 Days Ago
merge from naval_update
15 Days Ago
Merge: from spectating_disconnect_nre_fix - Bugfix for server NRE when spectating player disconnects Tests: 2p on Craggy, disconnected while spectating - no more NRE
15 Days Ago
Bugfix: stop spectating when disconnecting This cleans up cached spectators on spectated player's end, which avoids server NREs and leaks Tests: 2p on craggy, started spectating then disconnected - no NRE