133,640 Commits over 4,262 Days - 1.31cph!

12 Days Ago
merge from boat_building
12 Days Ago
50cal -> naval
12 Days Ago
Added a ConVar for toggling the texture dynamic memory budget adjustments
12 Days Ago
50cal_Animations -> naval_update
12 Days Ago
50cal_animation -> naval_update
12 Days Ago
Reduce the wave impact on the pt boat so easier to predict + less nausea
12 Days Ago
- Add a replicated var to turn on/off client authority so we dont get stuck in a build without the ability to change - Codegen
12 Days Ago
Update all ship trigger parent shapes to match the ship
12 Days Ago
Projector in stables_b now permanently on
12 Days Ago
Merge from deploy_fixes_wip
12 Days Ago
FX tweak to better faciliate adjacent wall.
12 Days Ago
Try authority with higher yield state acceptance
12 Days Ago
50cal_animations -> naval_update
12 Days Ago
plugged gap in stairs_overhang_300x300_corner
12 Days Ago
double 50Cal mounting sounds and shooting volume changes
12 Days Ago
Bugfix: SpawnGroup now applies entitie's world<->navmesh transformations when picking a spawn point Tests: Spawned ghostship - all NPCs spawned, but not moving (likely my other experimental code borks it)
12 Days Ago
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12 Days Ago
All sizes (S - XXL) of seamless artist canvas added and functional. No LODs, gibs, or icons yet
12 Days Ago
50cal_animations -> naval_update
12 Days Ago
closed gaps at floor level on watch towers
12 Days Ago
Up the updaterate since we are using serverside movement
12 Days Ago
Set both turrets to be serverside only. Won't be as smooth but its release-able
12 Days Ago
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12 Days Ago
filler in gap quality 0 Launch site
12 Days Ago
boat engine now uses more fuel per sec
12 Days Ago
fixed wooden_building_c LOD1 roof not double sided
12 Days Ago
Space LR300 - rebaked worldmodel with latest textures, adjusted emissive colour
12 Days Ago
Update: DynamicNavMesh allows to exclude specific navmesh source roots - Ghostships register to be excluded, since they have their own baked navmesh - [editor-only] Added logic to exclude all roots from the client scene This CL also has some temp ghostship debug code (offsets navmesh to validate it) Tests: in water world spawned a GhostShip and enabled AI - only backed navmesh popped into existence. AI didn't spawn - need to investigate next
12 Days Ago
small oilrig set dressing fixes
12 Days Ago
merge from deep_sea
12 Days Ago
Fixed repel forces blocking whitelisted boats inside the deep sea
12 Days Ago
bunch of shadow proxies to fix light leaking in oilrig
12 Days Ago
50cal_animations -> naval_update
12 Days Ago
Diving tank repose
12 Days Ago
Fixed merge conflicts: - Rewired up turret screenshake effects - Fixed broken values/references
12 Days Ago
updated vm lr300 space anims
12 Days Ago
naval_update -> 50cal_animations (2)
12 Days Ago
naval_update -> 50cal_animations (merge issues)
12 Days Ago
fixed stairs being ass at excavator smaller machine
12 Days Ago
tweaks to rocks in WTP to avoid poking out of cliffs
12 Days Ago
removed rendererbatch from drain and manhole cover prefabs raised them by a bit in ferryterminal to be sure
12 Days Ago
texture update
12 Days Ago
added prevent movement volume to block LOS error spot
12 Days Ago
Glass small surface type for industrial buildings
12 Days Ago
plugged more holes in countryside tunnel entrance
12 Days Ago
Space LR300 - Added emissive sights to worldmodel
12 Days Ago
env volume fix at computer station room at train tunnel hatches
12 Days Ago
added boat hull movement sounds
12 Days Ago
Add ammo display deploy fade-in
12 Days Ago
Added a ForwardAdd pass to the TMP depth offset shader to support point and spot lights on text