135,821 Commits over 4,293 Days - 1.32cph!

2 Months Ago
closed gaps at floor level on watch towers
2 Months Ago
Up the updaterate since we are using serverside movement
2 Months Ago
Set both turrets to be serverside only. Won't be as smooth but its release-able
2 Months Ago
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2 Months Ago
filler in gap quality 0 Launch site
2 Months Ago
boat engine now uses more fuel per sec
2 Months Ago
fixed wooden_building_c LOD1 roof not double sided
2 Months Ago
Space LR300 - rebaked worldmodel with latest textures, adjusted emissive colour
2 Months 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
2 Months Ago
small oilrig set dressing fixes
2 Months Ago
merge from deep_sea
2 Months Ago
Fixed repel forces blocking whitelisted boats inside the deep sea
2 Months Ago
bunch of shadow proxies to fix light leaking in oilrig
2 Months Ago
50cal_animations -> naval_update
2 Months Ago
Diving tank repose
2 Months Ago
Fixed merge conflicts: - Rewired up turret screenshake effects - Fixed broken values/references
2 Months Ago
updated vm lr300 space anims
2 Months Ago
naval_update -> 50cal_animations (2)
2 Months Ago
naval_update -> 50cal_animations (merge issues)
2 Months Ago
fixed stairs being ass at excavator smaller machine
2 Months Ago
tweaks to rocks in WTP to avoid poking out of cliffs
2 Months Ago
removed rendererbatch from drain and manhole cover prefabs raised them by a bit in ferryterminal to be sure
2 Months Ago
texture update
2 Months Ago
added prevent movement volume to block LOS error spot
2 Months Ago
Glass small surface type for industrial buildings
2 Months Ago
plugged more holes in countryside tunnel entrance
2 Months Ago
Space LR300 - Added emissive sights to worldmodel
2 Months Ago
env volume fix at computer station room at train tunnel hatches
2 Months Ago
added boat hull movement sounds
2 Months Ago
Add ammo display deploy fade-in
2 Months Ago
Added a ForwardAdd pass to the TMP depth offset shader to support point and spot lights on text
2 Months Ago
rebaked powerlines LOD2 textures
2 Months Ago
actually include emissive for alex m
2 Months Ago
updated textures inc emissive for alex m
2 Months Ago
merge from deep_sea
2 Months Ago
cake entity fix and krieg shotgun updates
2 Months Ago
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2 Months Ago
bug fixes
2 Months 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
2 Months Ago
merge from deep_sea
2 Months Ago
Fixed NRE when calling AdminKillNoLoot on BoatAI, storage container ent wasn't loaded yet...
2 Months Ago
Fixed rad volumes still spawning on the exit side of the deep sea
2 Months Ago
Merge from parent
2 Months Ago
merge from naval_update
2 Months Ago
update to lr300 viewmodel with right hand mag release
2 Months Ago
Fixed Spot with inaccurate colliders on cargoship
2 Months Ago
Wetsuit repose
2 Months Ago
base (vanilla) techtree pass
2 Months Ago
Some prevent movement blockers for falling weapons in large oilrig
2 Months Ago
Space LR300 - updated WM and LODs with right hand magazine catch