132,407 Commits over 4,232 Days - 1.30cph!

2 Months Ago
Bump default ocean scale to 3 in deep sea
2 Months Ago
Deep sea weather presets
2 Months Ago
bump maps, visible backfaces for depth cues
2 Months Ago
Fix how phrases were being displayed and edited in conversation graph editor, now utilizes the custom editor for phrases
2 Months Ago
workshop scene bugfixes
2 Months Ago
- Get rid of recast demo space partition structure, after profiling deeper turns out it's slower in our use-case - Allow tile gen to be fully synchronous with no time slicing for easier profiling - Fix part of the world not generating - Re-add support for different resolution in monuments - Try out various methods of culling tris / mesh decimation, no perf improvement
2 Months Ago
Fix entity scaling not updating the bounds & culling bounds of entities - recalculate both the bound and the culling bounds - reset the bounds inside ResetState() based on the original prefab so it doesn't cause pooling errors
2 Months Ago
Added PT Boat 50 Cal Dual and Single FBX and Textures Setup PT Boat 50 Cal Materials Started Setting up PT Boat 50 Cal Prefabs
2 Months Ago
Update: AssetDatabaseBackend - throw an error if trying to load an asset that's not part of a dynamic bundle Tests: clicked through store in editor
2 Months Ago
t1 smg world anim update, fixed animator issues
2 Months Ago
merge from naval_update
2 Months Ago
merge from naval_update/floating_cities
2 Months Ago
merge from naval_update
2 Months Ago
Codegen
2 Months Ago
regenerate static fields to fix compile - added ResetStaticFields call to codegen clean
2 Months Ago
merge from naval_update
2 Months Ago
Restored deep sea floating city prefab Moved floating city prefab out of autospawn, so it doesnt spawn with procgen
2 Months Ago
merge from main
2 Months Ago
Fixed debug.printanimators command NREing when finding a null animator controller
2 Months Ago
merge from main
2 Months Ago
Update: feed dynamic bundle hashset externally to AssetBundleBackend This allows us to reuse the const instead of hardcoding a raw string Tests: compiles in editor
2 Months Ago
merge from refridgeration_feedback -> main
2 Months Ago
Clean: pre-review cleanup - got rid of unit test as it doesn't prove anything and relied on API that's not promoted (or needed atm) - formatting fixes, dead code removal - got rid of fallback inspector code Tests: editor compiles in all configs
2 Months Ago
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2 Months Ago
Merge: from main
2 Months Ago
Merge: from storetakeover_icons - Storetakeovers and related resources now can be dynamically loaded/unloaded Tests: navigated through the store and inventory while taking memory snapshots
2 Months Ago
Merge: from merge_with_atlas - General improvements to editor workflow - Fixing outstanding bugs and TODOs - Updated all assets again to catch up with atlas work Tests: navigated through the store and inventory while taking memory snapshots
2 Months Ago
RPG Incendiary Ammo - Changed models import settings
2 Months Ago
If a claimant boat to a target is removed then inform the other boats that a new claimant position has opened up This means if you kill the main boat attacking you, the other boats waiting in the attack 'queue' can have a stab at killing you instead
2 Months Ago
merge from naval_update
2 Months Ago
merge from main
2 Months Ago
ResetStaticFields on LightLOD
2 Months Ago
RPG High Velocity Ammo - Added models textures and materials
2 Months Ago
more floating walkways work on set dressing refining floating_city_2 layout
2 Months Ago
Merge from main
2 Months Ago
Much better near and far distances when dealing with the boat coordinator Debugging
2 Months Ago
Connected both water catchers to the water barrel in the farm barge
2 Months Ago
more floating walkways work on set dressing
2 Months Ago
remplaced mesh colliders with primitive
2 Months Ago
Clean: replace a path with a named constant Tests: editor compiles
2 Months Ago
Clean: remove dead UI_Store::overlayPages variable Tests: editor compiles
2 Months Ago
Updating texture bundles to enable texture streaming on all skins
2 Months Ago
Merge from parent
2 Months Ago
floating_city_floating_walkways_B set dressing cleanup (floating and colliding objects)
2 Months Ago
fixed power_generator_c prefab collision being too small, used a box instead of mesh as that suits
2 Months Ago
Fixed mess table static prefab not being mountable
2 Months Ago
Fixed BaseVehicle inspectors not drawing the BaseEntity manifest info buttons
2 Months Ago
Update: don't open first tab during UI_Store warmup Helps avoid early bundle loads Tests: interacted with the store in editor
2 Months Ago
Bugfix: fix NRE when clicking packs on DLC screen - DLC screen now uses path proxies for prefabs - also fixed database backend not tracking release refcount properly (funny I made this mistake twice >.>) The overlay prefabs are assigned to ui/store.bundle, which when unloaded breaks the stored reference. Tests: in editor navigated to dlc page and tried clicking on all tiles - all opened as pages
2 Months Ago
Merge from boat_building