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138,107 Commits over 4,505 Days - 1.28cph!

10 Months Ago
Add support for different crosshair modes on projectile weapons. Always show, or only show under conditions: - Standard - ^ + when aiming - ^ + when reloading - Always
10 Months Ago
merge from buoyancy_deepunderwater_fix
10 Months Ago
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
10 Months Ago
Fix playable graph IK issues
10 Months Ago
scientist_boat_fixes_3 -> naval_update
10 Months Ago
Retain group id between saves
10 Months Ago
fixed clip check
10 Months Ago
Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
10 Months Ago
added physic impact sounds for the PT boat
10 Months Ago
scientist_boat_fixes_3 -> naval_update
10 Months Ago
stupid pooling fix
10 Months Ago
Dont save the ghost ship hackable crate. Stops save nre
10 Months Ago
merge from ai_vehicle_clipping_check_optim
10 Months Ago
account for ClippingAiChecks another level up in BaseVehicle to avoid running an OverlapBox query in cases where we wouldn't run any mounted clipping checks anyway
10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
Applied prefabs. Dummy coord fixes.
10 Months Ago
Re-route setting animator states to playable animation controller
10 Months Ago
scientist_boat_fixes_3 -> naval_update
10 Months Ago
Compile fix
10 Months Ago
scientist_boat_fixes_3 -> naval_update
10 Months Ago
Fix margin check in wander state
10 Months Ago
Support boat debug ddraw convars on server
10 Months Ago
PlayerBoat.CalculateHealth() now takes the value of each block's actual health, not their defined ContributingHealth
10 Months Ago
BoatBuildingBlock takes it's MaxHealth from the ContributingHealth, not the construction grade. Blocks now show correct initial health values in edit mode.
10 Months Ago
Disabled deep sea portals debug by default
10 Months Ago
Give a whole second before spawning scientists
10 Months Ago
merge from naval_update
10 Months Ago
merge from industrial_pipe_batching -> main
10 Months Ago
merge from npc_PlayerSyncCycle_optim
10 Months Ago
Disable cpu batching on industrial pipes since the pipes randomly had incorrect rotations and there is a non-neglibable VRAM cost to keeping a duplicate of every industrial pipe mesh, can explore later
10 Months Ago
merge from main -> industrial_pipe_batching
10 Months Ago
merge from optimize_reduce_dynamic_occlusion -> main
10 Months Ago
merge from naval_update/deep_sea/billboards
10 Months Ago
Dont try and set navigator, we dont have one
10 Months Ago
Floor.triangle health 100->25 Floor health 200->50 hull square health 200->75 hull triangle health 100->25 wall.doorway health 200->50 wall.low.barrier health 100->25 wall.low.cannon health 100->25 wall.low health 100->25 wall.window 200->50 wall health 200->50
10 Months Ago
Compile fixes
10 Months Ago
Disable AI brains on the boats provided we dont have a target. Will reduce NPCPlayer::ServerThink_Internal calls
10 Months Ago
engine and storage audio files imported
10 Months Ago
PT boat engine sounds imported and implemented and storage imported
10 Months Ago
naval_update -> scientist_boat_fixes_3
10 Months Ago
Fixed smoke grenade scale and food vendor arm clipping (playtest feedback). Some more material reduction on floating walkway kit pieces
10 Months Ago
Mark ladder as static when parented to building block
10 Months Ago
bug fixes and seagulls added
10 Months Ago
Added billboards for the deep sea islands that can be seen from the mainland Fixed mainland portal position when in the deep sea
10 Months Ago
Material reduction and optimisation in some floating walkway kit pieces
10 Months Ago
Added repair bench to playground.player for easier skin testing
10 Months Ago
Candle Hat repose
10 Months Ago
- updated hazmat wm lods - added wm prefabs, meshes and updated item prefab for: - hide halterneck - hide skirt - hide vest - hide poncho - hide pants
10 Months Ago
merge from playable_fixes
10 Months Ago
Folder Renaming for flare refresh.