128,720 Commits over 4,201 Days - 1.28cph!

Yesterday
Smoother transition walking into the ship's bridge room
Yesterday
Fixcars admin command now fuels up boat engines
Yesterday
merge from main
Yesterday
wip xmas ceilingpaper, updated wallpaperbase.sav file
Yesterday
Wider collision gap around the ghost ship mast ladder spot
Yesterday
Removed mesh from cannon gib that was not a gib and had no backfaces
Yesterday
merge from Halloween_25_Update
Yesterday
Fixed Halloween UI not display during event
Yesterday
Fixed boat ladder pickup giving a regular ladder
Yesterday
Merge from floating_cities
Yesterday
Switched monument entities either to simple models or immortal, non-pickupable versions of the entity (Affects connected speakers, boom boxes, beach table and beach chairs) S2P floating city 1, 2, 3
Yesterday
Merge from parent
Yesterday
Converted chicken coop chickens to move in local space, fixes them floating into outer space when deployed on a boat Also generated convex colliders for the hutch so we don't get non convex mesh errors when deploying on boats
Yesterday
Merge from foliage_instancing_islands
Yesterday
Clean up left over shader constants Remove unused foliage terrain cbuffer update functions
Yesterday
Add support for a projectile to declare override projectiles based on a weapon Create prefab variants for standard/hv/incen rockets, they get spawned instead of regular rockets
Yesterday
Add a small delay after the reload is finished before resuming active rocket handling to allow for a bit of latency
Yesterday
Merge from parent
Yesterday
Remove CPU height sampling option can't be supported with mesh terrains Do not invalidate cells when pushing a mesh terrain (only invalidate when nearest is changed) Update terrain cbuffer after switching terrain data
Yesterday
Add support for showing rocket in left hand during reload
Yesterday
WIP showing ammo on 3rd person model
Yesterday
Setup SwapAmmo component on RPG vm
Yesterday
floating city 4 prop pass
Yesterday
Disable tutorial spawns on both possible deep sea sides
Yesterday
More Terrainmeta switchover tweaks
Yesterday
merge from deployguide_water_refraction
Yesterday
deploy guide renders in refraction under translucent water
Yesterday
Update: extract how we gather network group subscribers into a ISubscriberStrategy - implemented a DefaultSubscriberStrategy This CL doesn't have any logic change, it just reorganizes code so that we can start overwriting this(need it for spectating now and parallel processing in the future). Tests: 2p on craggy - saw the island entities spawn in as well as the players replicate
Yesterday
Better scientist mount position spawning code Compile fixes
Yesterday
Ensure boats have minimum: driver and turrets Then at least 1 other Then we coin flip each subsequent scientist
Yesterday
merge from naval_update
Yesterday
Spawn rhibs facing towards the deep sea centre
Yesterday
Bugfix: spectators now subscribe to spectatees via secondary group This prevents spectatee from being culled out by network grid onthe spectators end, leading to NREs. This is temporary solution, as it doesn't have the same network range as the primary group. Tests: spectating a palyer on craggy, then flew around till the island was no longer visible
Yesterday
Fix typo
Yesterday
naval_update -> pt_boat_2
Yesterday
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Yesterday
Colour consistency fix.
Yesterday
Tropical4 island.
Yesterday
- Fix rendering issues due to various jobs executing for command indices that are no longer in use. - Fix broken debug draw when damage region bitscan job is active. - Split `surviving_command_counts` into `command_counts_after_culling` and `command_counts_after_reordering` for clarity. - Create a universal IsCallVisible() function instead of the mess we had before
Yesterday
Manifest Codegen
Yesterday
merge from naval_update
Yesterday
merge from deep_sea
Yesterday
Added a DeepSea folder for its weather presets
Yesterday
Apply a hack for clients missing MainEyePos
Yesterday
Fixed the deep sea biome not returning temperate, fixes the snow in the deep sea
Yesterday
Make surface props 3 & 4 work for traces * for 4 way blend shader. Also removed some unnecessary, non functional changes about surface prop 5/FDispCollTreeParams/SurfacePropAlphaFilter Minor compile warning fixes prop_exploding_barrel placeholder entity (CS:GO danger zone map) Allow mesh.TexCoord to only accept 1 tex coord So texcoord1 is mandatory, the other 3 are optional and use appropriate TexCoord4f/TexCoord3f/TexCoord2f methods internally End current Lua mesh (if there is one) on Lua error * This helps prevent the game from exploding into a million pieces on Lua error when generating meshes via the mesh library. Adjust Lightmapped_4WayBlend $seamless_scale warning * Do not complain about $DetailBlendMode with $seamless_scale without detail texture even being set. Also reset the detail texture if given bad blend mode so that it's renders better in the flashlight pass
Yesterday
merge from fix_workshop_error -> main
Yesterday
Vis.Entities can now check hit entity parents if BaseEntity.AlsoVisCheckParent is true. Fix CodeEntryBlocked logic on PlayerBoatLock not letting codes be entered.
Yesterday
unskinned_windmill -> main
Yesterday
Prefab fixes