133,663 Commits over 4,262 Days - 1.31cph!

13 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
13 Days Ago
small oilrig set dressing fixes
13 Days Ago
merge from deep_sea
13 Days Ago
Fixed repel forces blocking whitelisted boats inside the deep sea
13 Days Ago
bunch of shadow proxies to fix light leaking in oilrig
13 Days Ago
50cal_animations -> naval_update
13 Days Ago
Diving tank repose
13 Days Ago
Fixed merge conflicts: - Rewired up turret screenshake effects - Fixed broken values/references
13 Days Ago
updated vm lr300 space anims
13 Days Ago
naval_update -> 50cal_animations (2)
13 Days Ago
naval_update -> 50cal_animations (merge issues)
13 Days Ago
fixed stairs being ass at excavator smaller machine
13 Days Ago
tweaks to rocks in WTP to avoid poking out of cliffs
13 Days Ago
removed rendererbatch from drain and manhole cover prefabs raised them by a bit in ferryterminal to be sure
13 Days Ago
texture update
13 Days Ago
added prevent movement volume to block LOS error spot
13 Days Ago
Glass small surface type for industrial buildings
13 Days Ago
plugged more holes in countryside tunnel entrance
13 Days Ago
Space LR300 - Added emissive sights to worldmodel
13 Days Ago
env volume fix at computer station room at train tunnel hatches
13 Days Ago
added boat hull movement sounds
13 Days Ago
Add ammo display deploy fade-in
13 Days Ago
Added a ForwardAdd pass to the TMP depth offset shader to support point and spot lights on text
13 Days Ago
rebaked powerlines LOD2 textures
13 Days Ago
actually include emissive for alex m
13 Days Ago
updated textures inc emissive for alex m
13 Days Ago
merge from deep_sea
13 Days Ago
cake entity fix and krieg shotgun updates
13 Days Ago
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13 Days Ago
bug fixes
13 Days Ago
Removed MonumentInfo components used in the deep sea Added a safeguard in MonumentInfo so monuments in the deep sea aren't added to TerrainMeta.Path.Monuments, it causes issues down the line when the deep sea closes
13 Days Ago
merge from deep_sea
13 Days Ago
Fixed NRE when calling AdminKillNoLoot on BoatAI, storage container ent wasn't loaded yet...
13 Days Ago
Fixed rad volumes still spawning on the exit side of the deep sea
13 Days Ago
Merge from parent
13 Days Ago
merge from naval_update
13 Days Ago
update to lr300 viewmodel with right hand mag release
13 Days Ago
Fixed Spot with inaccurate colliders on cargoship
13 Days Ago
Wetsuit repose
13 Days Ago
base (vanilla) techtree pass
13 Days Ago
Some prevent movement blockers for falling weapons in large oilrig
13 Days Ago
Space LR300 - updated WM and LODs with right hand magazine catch
13 Days Ago
easier traversal on stairs in WTP
13 Days Ago
glass surface type > glass small on security towers
13 Days Ago
Set Canyon type on some environment volumes to kill fog in some monument below terrain zones - not documented so assuming it works like procmap canyons Fixed a hole gap in Miltun entrance
13 Days Ago
Merge: from main
13 Days Ago
Adjusted sail transmission colour
13 Days Ago
Boatbuilding station, cannonball and boat planner pass
13 Days Ago
boat building deployables gameplay pass - WIP
13 Days Ago
fixed early culling barricades at trainyard