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132,911 Commits over 4,293 Days - 1.29cph!

Today
Last deep sea wipe alarm now loops
Today
Added detail normal wrinkles to paintable canvas mat, changed lodgroup to rendererlods on frameless canvas prefabs
Today
Fix respawn position issue when boats are saved during dying
Today
Increased deep sea exit portal map marker size
Today
set frame textures to 2k
Today
Portal buoy lights change depending on deep sea state
Today
Merge from boat_inside_test
Today
merge from main
Today
merge from naval_update
Today
Set the new ramp colliders to wood material
Today
merge from ScientistPlushie
Today
merge from HeavyScientistPlushie
Today
Fix foliage placement orientation on rotated islands
Today
Merge from naval_update
Today
More accurate shootable collision on small ramp
Today
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Today
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Today
Merge from naval_update
Today
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Today
Merge from main
Today
Merge from sprinkler_vis_refactor
Today
SceneToPrefabTag can now be used on LOD components that are are part of a CuillingVolume to ensure they are part of the final generated HLOD mesh Fixed an order of execution issue with CullingVolumes and LODMasterMesh when an entity with these components was spawned as part of map load (likely only an editor only issue), resulting in LODComponents getting toggled before they are initialised, which would cause the LOD to fall back to default bounds and consider itself small Fixed a couple of curtain prefabs in the casino that were broken The exterior curtain now appears in the HLOD mesh S2P all floating cities
Today
Add profiling marker to terrain render
Today
merge from main
Today
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Yesterday
merge from naval_update
Yesterday
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Yesterday
Reworked DeepSea buoys to adhere to Flavien's different states. Made them long distance visible.
Yesterday
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Yesterday
Move development build logs into a convar instead (to give us more control of when we want to print) Codegen
Yesterday
Shutter Frames WIP
Yesterday
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Yesterday
merge from naval_update/deep_sea
Yesterday
merge from naval_update
Yesterday
Removed unused sprite added by error
Yesterday
- tweaked holster position - tweaked lod group settings - removed uneeded worldmodel prefab
Yesterday
- entity setup - created correctly set up worldmodel prefab (current being used is set up to use batch rendering with meshes that exceed the limit to batch) - set .item to use new worldmdodel prefab
Yesterday
merge from fix_puzzle_reset_underground -> main
Yesterday
Paintable Reactive Target - Initial folder structure, added model with LODs and textures
Yesterday
Removed prevent building volume from deep sea portals, not necessary
Yesterday
more prefab and setup updates, re-exported anims at origin, removed prefab offsets
Yesterday
Raise min height of airfield radiation puzzle Shrink size of airfield puzzle reset from 35m -> 28m S2P
Yesterday
Shifted arctic research base AI wake zone up by 15m, which shifts the puzzle reset & radiation height upwards S2P
Yesterday
Clear indicesToCheck list before reusing it for water collision ignores. Fixes native crash from projectile batching, and buoyancy batching breaking after enabling the deepsea.
Yesterday
Add `monumentpuzzleresetradiationoverride` convar to force enable radiation despite the puzzle's reset status (makes testing easier) Apply minimum height to the radiation spheres as well as the puzzle resets Show height cutoff position when `drawpuzzlereset` convar is enabled
Yesterday
initial implementaion, viewmodel prefab updates
Yesterday
(Hopefully) Fix player animations sometimes being left in weird states because of pooling. Clean up the way we release animation handles to make sure the input ports always get disconnected regardless of whether the handle is valid or not, release handles when pooling players.
Yesterday
zipline IK adjustments and finger pose fix
Yesterday
Fix crash from accessing null playable graphs and playables when releasing animation handles.
Yesterday
Validate graphs when setting animation handle progress - fixes cannon reload error spam.