138,721 Commits over 4,324 Days - 1.34cph!

9 Days Ago
Plant pot deployable on boats
9 Days Ago
Better checks for IO entities not sharing the same root parent
9 Days Ago
Add an assertion when trying to update visibility while jobs are running
9 Days Ago
Fix assertion triggered when another player uses a telephone
9 Days Ago
updated ballista ik hand positions
9 Days Ago
Clean: fix formatting in BasePlayer-SaveLoad.cs Tests: none, trivial change
9 Days Ago
Bugfix: recycle bot IDs when loading from a save This was leaking a bunch of IDs, likely harmles on maps with low bot population Tests: loaded craggy with preplaced bots (both persistent and transient). Spawned extra bots, their ID count was starting from 1
9 Days Ago
Bugfix: skip trying to draw water bodies if camera planes are not initialized Was causing a lot of asserts when loading into Craggy with debug unity editor Tests: booted craggy with debug editor - no more invalid plane normal asserts
9 Days Ago
Bugfix(editor): schedule QueryVisJobRunner jobs early to avoid editor freeze Tests: was able to load craggy save with players multiple times in a row
9 Days Ago
Fixed ioentity.allow_on_boats convar including Signage
9 Days Ago
Paintable reactive target deployable on boats
9 Days Ago
Fixed non convex mesh colliders for: RF broadcaster, RF receiver, simple light and reactive target
9 Days Ago
merge from main
9 Days Ago
merge from testrunner_editor
9 Days Ago
updated the 'shield bone arm rotation additive' positions for handguns that are used with the shield and made/added 3p shield block pose to playeraniamtion.controller
9 Days Ago
▋ ▄▉▌▋▅ ▊▋▉█ ▍▆▍▆▍▅▌▌▍▊██▊▊▄▆▋▉▋▅▌
9 Days Ago
▆ ▋▌▊▆▆▅ ▆█▄▆█▇▋▆ ▉█▆▍▆▇ ▆█ ▆▍▉▌ ▍▉▇▉ ▉▅▅█▉▅
9 Days Ago
Quick stability hack for testing
9 Days Ago
Update the Standard shader's subshader LOD to 0 as we now only have 1 subshader
9 Days Ago
Flagged all the prefab tests as TestMethodEditor
9 Days Ago
Added TestMethodEditorAttribute, tests that can run in edit mode (or playmode editor) using the TestRunner. Meant for asset validation tests Some refactoring to support the edit mode/play mode branching Added a cancel button to the editor window Fixed the test result time mismatch
9 Days Ago
Merge from naval_update
9 Days Ago
Merge from naval_missions
9 Days Ago
Suggested simplifications for performance capture
9 Days Ago
Boxes DLC - updated meshes and LOD distances for tools and guns boxes, rebuilt manifest
9 Days Ago
Gate behaviour behind new PlayerBoat.DestructibleWrecksEnabled replicated var. Codegen.
9 Days Ago
Deleting old armoured ladder hatch folder
9 Days Ago
Adding missing anim controller file for armoured ladder hatch
9 Days Ago
Handle damage redirect for boat specific deployables.
9 Days Ago
Adding armoured ladder hatch animations and animator + moving armoured ladder hatch content into the main building folder
9 Days Ago
Don't redirect BoatBuildingBlock health info to parent boat if it's a wreck, show the individual block's.
9 Days Ago
Merge from naval_update
9 Days Ago
Merge from main
9 Days Ago
Cleanup bits from last commit Add 'profileNextMissionsValidStateWorkQueue' servervar to generate a performance capture containing the next run of the missions work queue if profling is enabled
9 Days Ago
Merge from hackweek test. Add a DestructibleWreck flag, set it when doors and windows are destroyed. Small refactor.
9 Days Ago
merge from coconut_collider_fix
9 Days Ago
merge from tc_corpse_preventbuilding_fix
9 Days Ago
Fix tool cupboard softcore corpse missing a prevent building volume
9 Days Ago
glass material tweaks and meshes that go alongside, more basic vpaint progress
10 Days Ago
Adding rig for armoured ladder hatch
10 Days Ago
Enabled Read/Write on Coconut Collider to stop error spam
10 Days Ago
codegen again
10 Days Ago
Removed the max cap on the shadow lights convar so it can be increased further for media
10 Days Ago
merge from main
10 Days Ago
Testing changing terrainData heights with different apply methods, and using terrainData heightmap RenderTexture
10 Days Ago
Bypass AI animations again Bypass modular car garage animation
10 Days Ago
Exposed a ShieldBoneArmRotationAdditive field on held entity HoldInfo, applies an additional rotation to the left clavicle while that weapon is held with a shield Applied to m92 for demo purposes
10 Days Ago
Cannonball reload uses l_prop instead of l_hand, readjusted cannonball position to match
10 Days Ago
deepsea.enabled convar default to true (needs to be specified now that its a ReplicatedVar)
10 Days Ago
Fixed import on G note tuba play anim (needs at least 1 frame)