132,721 Commits over 4,232 Days - 1.31cph!

Just Now
greatly reduce low grade fuel cost for boat building
10 Minutes Ago
Merge: from main
13 Minutes Ago
HockeyMask repose
13 Minutes 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
14 Minutes Ago
merge from main
28 Minutes Ago
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59 Minutes Ago
shift DeployAndEditCooldown to the end of the frame, the Busy flag it sets messes with some vehicle initialization behaviour otherwise
1 Hour Ago
Add christmas branding
1 Hour Ago
save++ network++ persistance++
1 Hour Ago
merge from boat_building
1 Hour Ago
Tweak bbs deployable blocking collider
1 Hour Ago
SmallBackpack repose
1 Hour Ago
merge from Cannon_Animation
1 Hour Ago
boat steering anim update
1 Hour Ago
updated cannonball craft, removed duplicate item blueprint comp crafts 2 at once
1 Hour Ago
Update cannon deployed prefab to use the correct viewmodel camera animation and eye position
1 Hour Ago
Merge from parent
2 Hours Ago
More shore material tweaks
3 Hours Ago
fixed floating net, incorrect material assignment to rope_docks on ghost ships
3 Hours Ago
fixed incorrect surface types on adobe frame prefabs
4 Hours Ago
Adjust tropical shore settings
4 Hours Ago
Add tropical underwater visual parameters and blend with shore distance
4 Hours Ago
Fix wrong lighting in underground scenarios by issuing instanced draw calls earlier in frames where reflection are rendered.
4 Hours Ago
Actually apply and respect render layers when instancing
6 Hours Ago
Fixed boat splash fx not turning back on when a camera re-enters range
Today
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
Today
Merge from island_scenes
Today
Merge from parent
Today
Fix tropical1 terrain size (fixes foliage assert), and hopefully stop issue from happening again when adjusting prefabs
Today
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
Today
Redo confetticannon.deployed renderer simplification
Today
Merge from main Stomped launch site and confetticannon.deployed changes from main, will need to redo
Today
Merge from mute_dialog_warning_fix
Today
Merge from heli_fixcars_changes_2
Today
Merge from cargoship_updatemovement_nre_fix
Today
Merge from deleteentitiesbyshortname_fix
Today
create floating city calm/breeze/windy ambience defs (just using beach ambience sound defs right now) assign base defs to some of the floating city ambience zones
Today
ensure SoundPlayerTrigger turns off playImmediately on any SoundPlayer it is managing fix NREs when attempting to use AmbienceEmitters with only stings and no base loop
Today
Fix MountedWeaponSeat client compile error
Today
Small ramp will stop if it detects a blockage on the construction layer
Today
Use no displacement version of ground plants for floating city pot plants
Today
Add a vehicle world collider to the plank
Today
Fixed some floating city colliders with negative scale, S2P all of them
Today
Added new map icons for ghost ships and floating cities Added a deep sea mode to the map shader, shows terrain as greyscale Removed deep sea island icon entirely, they look a lot better in greyscale
- Re-setup, will need wes to fix the rest
naval_update -> Cannon_Animation
Add reset trigger support
pt_boat_polish_pass_2 -> naval_update
- Dont dismount straight into the water - Add water mask to the bottom of the front turret
merge from naval_update/deep_sea