136,630 Commits over 4,324 Days - 1.32cph!

3 Months Ago
merge from buoyancy_deepunderwater_fix
4 Months Ago
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
4 Months Ago
Fix playable graph IK issues
4 Months Ago
scientist_boat_fixes_3 -> naval_update
4 Months Ago
Retain group id between saves
4 Months Ago
fixed clip check
4 Months Ago
Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
4 Months Ago
added physic impact sounds for the PT boat
4 Months Ago
scientist_boat_fixes_3 -> naval_update
4 Months Ago
stupid pooling fix
4 Months Ago
Dont save the ghost ship hackable crate. Stops save nre
4 Months Ago
merge from ai_vehicle_clipping_check_optim
4 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
4 Months Ago
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4 Months Ago
merge from naval_update/deep_sea
4 Months Ago
Applied prefabs. Dummy coord fixes.
4 Months Ago
Re-route setting animator states to playable animation controller
4 Months Ago
scientist_boat_fixes_3 -> naval_update
4 Months Ago
Compile fix
4 Months Ago
scientist_boat_fixes_3 -> naval_update
4 Months Ago
Fix margin check in wander state
4 Months Ago
Support boat debug ddraw convars on server
4 Months Ago
PlayerBoat.CalculateHealth() now takes the value of each block's actual health, not their defined ContributingHealth
4 Months Ago
BoatBuildingBlock takes it's MaxHealth from the ContributingHealth, not the construction grade. Blocks now show correct initial health values in edit mode.
4 Months Ago
Disabled deep sea portals debug by default
4 Months Ago
Give a whole second before spawning scientists
4 Months Ago
merge from naval_update
4 Months Ago
merge from industrial_pipe_batching -> main
4 Months Ago
merge from npc_PlayerSyncCycle_optim
4 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
4 Months Ago
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4 Months Ago
merge from main -> industrial_pipe_batching
4 Months Ago
merge from optimize_reduce_dynamic_occlusion -> main
4 Months Ago
merge from naval_update/deep_sea/billboards
4 Months Ago
Dont try and set navigator, we dont have one
4 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
4 Months Ago
Compile fixes
4 Months Ago
Disable AI brains on the boats provided we dont have a target. Will reduce NPCPlayer::ServerThink_Internal calls
4 Months Ago
engine and storage audio files imported
4 Months Ago
PT boat engine sounds imported and implemented and storage imported
4 Months Ago
naval_update -> scientist_boat_fixes_3
4 Months Ago
Fixed smoke grenade scale and food vendor arm clipping (playtest feedback). Some more material reduction on floating walkway kit pieces
4 Months Ago
Mark ladder as static when parented to building block
4 Months Ago
bug fixes and seagulls added
4 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
4 Months Ago
Material reduction and optimisation in some floating walkway kit pieces
4 Months Ago
Added repair bench to playground.player for easier skin testing
4 Months Ago
Candle Hat repose
4 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
4 Months Ago
merge from playable_fixes