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131,297 Commits over 4,232 Days - 1.29cph!

2 Days Ago
Disabled vcol modulation on crates material. Batching messes up vcol when grouping meshes.
2 Days Ago
Fixed the bug with changing renderscale/dlss with Volumetric clouds set to Ultra that would blit the wrong texture to the screen
2 Days Ago
enabled decal layers [all] on mboat materials
2 Days Ago
Fixed broken shadows on improvised_walkway_roof_tarp_300x600_a
2 Days Ago
Fixed the render texture memory leak in the Icon Render scene
2 Days Ago
LODs and gibs for artist canvas L, XL, XXL + prefab setup
2 Days Ago
updated vm and 3p lr300 space gun anims
2 Days Ago
Added incen rockets to fixcars 3 Added a help field to the fixcars
2 Days Ago
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2 Days Ago
Flare weapon refresh animation polish
2 Days Ago
naval_update -> main - Staging wipe, Course locked, no piviting now
2 Days Ago
Merge: from navmeshsurface_optim - Optim: Ghostships now use a static, detached navmesh, saving us on navmesh re-integration every physics step - New scientists adapted to work with detached navmesh - In C+S editor, we now automatically exclude client-scene entities from dynamic navmesh gen Tests: spawned all ghost ships, observed scientists patrolling, dogfighting, sprinting
2 Days Ago
Coconut Underwear Repose
2 Days Ago
Clean: remove obsolete TODOs Tests: none, trivial change
2 Days Ago
boat engine t2 Updated t2 techtree
2 Days Ago
Clean: remove test code that offset the baked navmesh Prepping to merge back Tests: spawned all variations of ghostship, engaged scientists - didn't spot any weirdness
2 Days Ago
greatly reduce low grade fuel cost for boat building
2 Days Ago
Merge: from main
2 Days Ago
HockeyMask repose
2 Days Ago
Bugfix: LimitedTurnNavAgent - when path following, ensure facing direction is applied in world space Previously it was done in navmesh space, causing scientists to look in the sky during dogfight Tests: observed scientists dogfighting and chasing behaviors - they either looked in direction of run or me
2 Days Ago
merge from main
2 Days Ago
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2 Days Ago
shift DeployAndEditCooldown to the end of the frame, the Busy flag it sets messes with some vehicle initialization behaviour otherwise
2 Days Ago
Add christmas branding
2 Days Ago
save++ network++ persistance++
2 Days Ago
merge from boat_building
2 Days Ago
Tweak bbs deployable blocking collider
2 Days Ago
SmallBackpack repose
2 Days Ago
merge from Cannon_Animation
2 Days Ago
boat steering anim update
2 Days Ago
updated cannonball craft, removed duplicate item blueprint comp crafts 2 at once
2 Days Ago
Update cannon deployed prefab to use the correct viewmodel camera animation and eye position
2 Days Ago
Merge from parent
2 Days Ago
More shore material tweaks
2 Days Ago
fixed floating net, incorrect material assignment to rope_docks on ghost ships
2 Days Ago
fixed incorrect surface types on adobe frame prefabs
2 Days Ago
Adjust tropical shore settings
2 Days Ago
Add tropical underwater visual parameters and blend with shore distance
2 Days Ago
Fix wrong lighting in underground scenarios by issuing instanced draw calls earlier in frames where reflection are rendered.
2 Days Ago
Actually apply and respect render layers when instancing
3 Days Ago
Fixed boat splash fx not turning back on when a camera re-enters range
3 Days Ago
Added a SnapPositionTo client RPC, will set the client entity to a given position and snap the positionLerp to the end preventing it from extrapolating Applied when moving entities in and out of the deep sea Fixed DeepSeamanager.FindIslandPortalExitPosition failing in craggy because it has no SpawnHandler
3 Days Ago
Merge from island_scenes
3 Days Ago
Merge from parent
3 Days Ago
Fix tropical1 terrain size (fixes foliage assert), and hopefully stop issue from happening again when adjusting prefabs
3 Days Ago
Added a new unscaled time invoke handler, uses standard invoke API and is accessible on all FacepunchBehaviours (InvokeRepeatingUnscaledTime, CancelInvokeUnscaledTime, etc) CoverageQueryFlare uses realtime invoke handler so that it can work as expected in a paused demo CoverageQueries now updates in unscaled time Fixes spotlights not hiding/showing based on occlusion in paused demos
3 Days Ago
Redo confetticannon.deployed renderer simplification
3 Days Ago
Merge from main Stomped launch site and confetticannon.deployed changes from main, will need to redo
3 Days Ago
Merge from mute_dialog_warning_fix
3 Days Ago
Merge from heli_fixcars_changes_2