137,086 Commits over 4,324 Days - 1.32cph!

34 Days Ago
Last deep sea wipe alarm now loops
34 Days Ago
Added detail normal wrinkles to paintable canvas mat, changed lodgroup to rendererlods on frameless canvas prefabs
34 Days Ago
Fix respawn position issue when boats are saved during dying
34 Days Ago
Increased deep sea exit portal map marker size
34 Days Ago
set frame textures to 2k
34 Days Ago
Portal buoy lights change depending on deep sea state
34 Days Ago
Merge from boat_inside_test
35 Days Ago
merge from main
35 Days Ago
merge from naval_update
35 Days Ago
Set the new ramp colliders to wood material
35 Days Ago
merge from ScientistPlushie
35 Days Ago
merge from HeavyScientistPlushie
35 Days Ago
Fix foliage placement orientation on rotated islands
35 Days Ago
Merge from naval_update
35 Days Ago
More accurate shootable collision on small ramp
35 Days Ago
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35 Days Ago
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35 Days Ago
Merge from naval_update
35 Days Ago
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35 Days Ago
Merge from main
35 Days Ago
Merge from sprinkler_vis_refactor
35 Days Ago
SceneToPrefabTag can now be used on LOD components that are are part of a CuillingVolume to ensure they are part of the final generated HLOD mesh Fixed an order of execution issue with CullingVolumes and LODMasterMesh when an entity with these components was spawned as part of map load (likely only an editor only issue), resulting in LODComponents getting toggled before they are initialised, which would cause the LOD to fall back to default bounds and consider itself small Fixed a couple of curtain prefabs in the casino that were broken The exterior curtain now appears in the HLOD mesh S2P all floating cities
35 Days Ago
Add profiling marker to terrain render
35 Days Ago
merge from main
35 Days Ago
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35 Days Ago
merge from naval_update
35 Days Ago
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35 Days Ago
Reworked DeepSea buoys to adhere to Flavien's different states. Made them long distance visible.
35 Days Ago
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35 Days Ago
Move development build logs into a convar instead (to give us more control of when we want to print) Codegen
35 Days Ago
Shutter Frames WIP
35 Days Ago
More potential crash fixes to do with model flexes Scale JIGGLE_IS_BOING jiggle bones with bone scale
35 Days Ago
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35 Days Ago
merge from naval_update/deep_sea
35 Days Ago
merge from naval_update
35 Days Ago
Removed unused sprite added by error
35 Days Ago
- tweaked holster position - tweaked lod group settings - removed uneeded worldmodel prefab
35 Days Ago
- entity setup - created correctly set up worldmodel prefab (current being used is set up to use batch rendering with meshes that exceed the limit to batch) - set .item to use new worldmdodel prefab
35 Days Ago
merge from fix_puzzle_reset_underground -> main
35 Days Ago
Paintable Reactive Target - Initial folder structure, added model with LODs and textures
35 Days Ago
Removed prevent building volume from deep sea portals, not necessary
35 Days Ago
more prefab and setup updates, re-exported anims at origin, removed prefab offsets
35 Days Ago
Raise min height of airfield radiation puzzle Shrink size of airfield puzzle reset from 35m -> 28m S2P
35 Days Ago
Shifted arctic research base AI wake zone up by 15m, which shifts the puzzle reset & radiation height upwards S2P
35 Days Ago
Clear indicesToCheck list before reusing it for water collision ignores. Fixes native crash from projectile batching, and buoyancy batching breaking after enabling the deepsea.
35 Days Ago
Add `monumentpuzzleresetradiationoverride` convar to force enable radiation despite the puzzle's reset status (makes testing easier) Apply minimum height to the radiation spheres as well as the puzzle resets Show height cutoff position when `drawpuzzlereset` convar is enabled
35 Days Ago
initial implementaion, viewmodel prefab updates
35 Days Ago
(Hopefully) Fix player animations sometimes being left in weird states because of pooling. Clean up the way we release animation handles to make sure the input ports always get disconnected regardless of whether the handle is valid or not, release handles when pooling players.
35 Days Ago
zipline IK adjustments and finger pose fix
35 Days Ago
Fix compile errors due to branch differences