134,351 Commits over 4,293 Days - 1.30cph!

60 Days Ago
merge from main
60 Days Ago
Reworked the supply drop to fix the visual regression.
60 Days Ago
Add proper null check when dismounting weapon seats
2 Months Ago
Merge from parent
2 Months Ago
Compile fix
2 Months Ago
merge from boat_building
2 Months Ago
Updating rf transmitter deploy animation
2 Months Ago
Predict reload syncvar
2 Months Ago
Merged the initial dock & edit test to save us all the hassle of trying to dock boats.
2 Months Ago
- Apply head animations to be in reference to the starting head position/rotation
2 Months Ago
blowpipe animation updates
2 Months Ago
Merge: from spectate_dontfloodsnapshots - Fixes spectate not working in UsePlayerUpdateJobs 2 case Tests: tried to spectate occluded player
2 Months Ago
Bugfix: Ensure initial player snapshot gets sent to spectator in UsePlayerUpdateJobs 2 case Tests: on craggy with UsePlayerUpdateJobs 2, took 2nd player behind a hill to occlude, then tried to spectate them - confirmed that the first snapshot got sent.
2 Months Ago
Merge from horse_medsyringe_healing
2 Months Ago
Fix mission event for healing using wrong prefab ID
2 Months Ago
mini fridge corpse mesh
2 Months Ago
- Added a script to convert skinned mesh renderers to mesh renderers - Parking these extra changes right now (for a few days)
2 Months Ago
Merge from parent
2 Months Ago
viewmodel camera animations for rear 50cal
2 Months Ago
merge from tax_convars_rename
2 Months Ago
Ensure the wind turbine transmission also rotates. Rotates in the opposite clock direction (as it would in real life)
2 Months Ago
mini fridge added gibs and updated lods updated deploy and item prefabs adjusted slot count to 30 (temp needs gameplay pass) updated bounds update manifest
2 Months Ago
Restored missing entities.RemoveAll in copypaste after filtering prefabs
2 Months Ago
medical syringe viewmodel - made functional - added anim events - updated clip data - removed camera animation (for now)
2 Months Ago
main -> unskinned_windmill
2 Months Ago
Fixed copypaste merge fuckery, restored copyboat commands
2 Months Ago
Fix broken diving goggles
2 Months Ago
Update to crockery textures
2 Months Ago
Null checks in UI_DropsController to prevent menu NRE when loading playground
2 Months Ago
use a realmed trace for TriggerParent.HasObjUnderFeet so they don't freak out in-editor at speed
2 Months Ago
Merge: from main
2 Months Ago
Added helper functions to get boat building area player, boat, block and deployable counts. Switched a function which wasn't freeing lists correctly to use the helper functions.
2 Months Ago
fixed boombox.static causing errors in conjunction with culling volumes now uses meshlod and a shadowproxy as it is an expensive object
2 Months Ago
Merge from parent
2 Months Ago
Merge from rpg_skin
2 Months Ago
Birthday hat - Rebound skin mesh in the prefab, updated .item prefab reference and the vm settings
2 Months Ago
static speargun prefab cleanup
2 Months Ago
removed renderer batch on compound bow placed on non lodgroup type object
2 Months Ago
gun display rack weapons wont cast shadows
2 Months Ago
Renamed workbench tax convars to prevent loading old values from server configs workbench1TaxRate -> workbenchTaxRate1 workbench2TaxRate -> workbenchTaxRate2 workbench3TaxRate -> workbenchTaxRate3
2 Months Ago
Fixed elevators losing power when power is plugged into a non power slot somewhere in the column
2 Months Ago
Ghost ships now show a map marker Fixed rotation of deep sea island icons
2 Months Ago
Merge from floating_cities
2 Months Ago
S2P all FC's + HLOD
2 Months Ago
Fixed some missing farm access dialogue
2 Months Ago
Missing file
2 Months Ago
Disable the disco ball light emitters entirely with a tight LOD range, saves around 200k triangles, 300 shadow casters and a few hundred batches
2 Months Ago
Merge from parent
2 Months Ago
HLOD will no longer modify LODComponents at runtime that are controlled by culling volumes These two systems were fighting for ownership of components which was resulting in some objects that should be culled being displayed, this would occur inconsistently as the HLOD staggers it's work over multiple frames but the culling volume is instant This commit doesn't actually fix the issue on prefabs, will require S2P and regeneration of HLODs on floating cities (and possibly other monuments)
2 Months Ago
Merge from hackweek_boxsorting (last UI pass)