132,307 Commits over 4,232 Days - 1.30cph!

8 Minutes Ago
Add a check for cannon update parameters errors if the playable graph isn't ready.
18 Minutes Ago
- Swapped server IsReload toggle over to a coroutine -- Invoke Handler was waiting double the time on the serverside
30 Minutes Ago
Don't parent locked crate map markers to ghost ships, fixes them appearing at 0,0,0 when the local player isn't in the deep sea
48 Minutes Ago
Remove unused threshold
51 Minutes Ago
- Try moving everything over to update (on the lerping side) - Server sends an aim packet everytime it receives an input rather than checking difference before sending
1 Hour Ago
tentative cannon reload sounds (still some weirdness with an animation event firing when it shouldn't be) cannon fuse sound
1 Hour Ago
naval_update -> turret_fixes
1 Hour Ago
- WIP
1 Hour Ago
Missed compile fix
1 Hour Ago
- Compile errors - Reduced rear screenshake
2 Hours Ago
merge from naval_update
2 Hours Ago
Fixed client/server serialized field mismatch in SteeringWheel and TreeManager
2 Hours Ago
merge from main
2 Hours Ago
merge from field_mismatch_fix
2 Hours Ago
Fixed CLIENT only serialized field in UI_Store
2 Hours Ago
Fixed blank picture frame in casino not culling at all Fixed parasol on casino deck not culling at all
2 Hours Ago
Add screenshake to the front and rear turret so they don't feel lifeless
2 Hours Ago
Fixed SERVER only serialized field in BaseCombatEntity
3 Hours Ago
merge from main/naval_update
3 Hours Ago
merge from naval_update/deep_sea
3 Hours Ago
merge from deep_sea
3 Hours Ago
Merge from parent Had conflicts on all city scenes and casino barge prefab, seemed to resolve automatically
3 Hours Ago
Restored the rotate to zero before reloading
3 Hours Ago
Removed mission position generator validation method, now just uses the position generation method (both methods were doing very similar things) and stores these generated points for if we eventually accept this mission. Check if objectives are valid before proceeding. Objectives can now use those generated points to check if a mission is valid before the mission has started.
3 Hours Ago
Also include player parented to ladders in GetPlayersOnBoat
3 Hours Ago
Reapply on the right prefab this time
3 Hours Ago
Suntract 137986, applied changes to wrong asset
3 Hours Ago
Move the gibbable component on the anchor to the art root as it has the 180 degree rotation
3 Hours Ago
Fix workshop skins not loading when Indirect Instancing is enabled
3 Hours Ago
Fixed GetEntityToTeleport not finding the parent vehicle when standing on ramp or planks (happened when running the enter and leave commands)
3 Hours Ago
Fixed mount animation playing when swapping weapons while mounted
3 Hours Ago
Manually copied over the texture changes from rhib_fixes and fixed the baked in map material on the rhib
3 Hours Ago
Fixed player standing on boat ramps and planks ending in limbo when crossing the deep sea portal The boat was teleported but not the player Added GetPlayersOnBoat in BaseBoat
3 Hours Ago
Fix mounted weapon show/hide NRE
3 Hours Ago
Merge from parent
3 Hours Ago
Fix CullingVolume LodGroup warning
3 Hours Ago
Set AI turret max shoot distance from 200 -> 75 meters
4 Hours Ago
Bring back turret aim lerping
4 Hours Ago
More value tuning
4 Hours Ago
Match LOD settings on new scientist outfit
4 Hours Ago
merge from naval_update
4 Hours Ago
Implementing a few suggestions from Graham: - Move reconcilliation to Update loop - Transform pivot angle relative to transform space rather than world space - Make all of my reoncilliation/update use sensible values - Variable everything
5 Hours Ago
merge from ah_trajectory_mismatch_fix
5 Hours Ago
Don't run the steering wheel angle calculation if a player isn't mounted to a steering wheel
5 Hours Ago
FIxed the sail deploy guide test not taking into account the players custom rotation
5 Hours Ago
GPU crash fix, NaN check in cloud raymarch
5 Hours Ago
Merge from boat_building
5 Hours Ago
And include the player animation controller, that's kinda important
5 Hours Ago
Merge from boat_steering
5 Hours Ago
floor & floor.triangle snap directions