131,898 Commits over 4,232 Days - 1.30cph!

Just Now
merge from fix_extra_autoswitching_log
Just Now
merge from applygenes_command
Just Now
merge from vending_mapmarker_close
Just Now
merge from spawn_all_deployables_shelter_fix
3 Hours Ago
Merge from foliage_displacement_fix
4 Hours Ago
Use OverrideMaxHealth instead of SetMaxHealth for boat
4 Hours Ago
Don't allow cancelling reloads on cannons Fix mount UI displaying even if a cannon is unmountable Add additional dismount points for the cannon
4 Hours Ago
Move displacement manager to FoliageGrid batching prefab to decouple from FoliageSpawns prefabs
4 Hours Ago
Check for valid material before submitting a draw call
5 Hours Ago
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5 Hours Ago
Fix objects in motion failing to move properly after disconnecting/reconnecting (it was a pooling issue)
5 Hours Ago
LCD display & FX.
5 Hours Ago
Fixed being able to place boat building station in canyons Fixed boat health always appearing as 400 on the client
5 Hours Ago
Fix fuel check not working
5 Hours Ago
scientist_boat_ai -> naval_update
6 Hours Ago
Power off the sails and engines on a boat when editing
6 Hours Ago
Fixed being able to deploy boat station through world layer (icebergs mostly)
scientist_boat_ai -> naval_update
- Reduced radius on spawning a boat group at the ghost ship (fixes any weird not spawning bugs that were happening) - Spawn group injects load mode
- Fixed a bunch of bugs with spawn and load - Dont run cohesion for null group members
Today
Don't show cannon health bar if mounted
Today
Cannon set condition from health on pickup
Today
Mark sails as orange on the deploy guide if they are going to be blocked
Today
ghost ship ambient sounds and reverb zones
Recursion fix (woops)
Auto killed boats now wont drop loot Prevents oil rigs having dead scientist drops around
scientist_boat_ai -> naval_update
- Scientist boats can now save/load properly in all contexts - Setup system for types of saving/loading, for example oil rig scientist boats wont save between server restarts unless their claimed by killing the ai driver - Fix oilrig scientist boat manager loading error - Simplify scientist boat loading
Today
Fixed small ramp not cancelling animation when colliding with a player boat
Today
Mark the cannon base as IsDynamic Queue a network update prior to unparenting the child entities when converting a boat to construction, otherwise if the boat has to move (when using the dock and edit function) the child entities think they are in the wrong location briefly when switching to construction. This resulted in objects using RendererBatch constructing their batches in the wrong location
Today
building planner rolled out mesh for 3p view
Today
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Today
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Today
Add tracer effects to Shotgun/Annabelle fired by NPCs Fixed rapidly loading models (dupes) affecting model translucency flags * Models now consistently get their translucency/twopass flags set, regardless of when they are loaded. Previously It was that opaque materials would be detected as translucent due to previous rendering operations, causing models to have wrong flags for the entire play session, and differ between play sessions. Try to occasionally compact pending sounds vector * Instead of waiting for player to disconnect, try to compact the queued sounds vector after they are sent out. Clear m_CompensatedEntities of invalid entities every second * To prevent server crash in highly unlikely scenario of nobody shooting a gun for centuries in the server
Today
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Today
very wip test
Today
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santa_prop(scientist) repose
Today
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Today
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Today
Missed file
Today
local BBS pos/rot change as part of larger wip changes
Pilot hazmat repose
Today
tweaked heart balloon text position
Today
Cleaned out baked digital counter from the textures.
Today
made metallic version of single balloon that doesnt use SSS
Today
Fixed zipline editor NRE caused by floating city 4
Krieg Hazmat pose
Today
merge from naval_update
Today
removed redundant w_blueprint prefab