136,991 Commits over 4,324 Days - 1.32cph!

3 Months Ago
S2P all
3 Months Ago
merge from boat_building
3 Months Ago
50cal -> naval
3 Months Ago
Added a ConVar for toggling the texture dynamic memory budget adjustments
3 Months Ago
50cal_Animations -> naval_update
3 Months Ago
50cal_animation -> naval_update
3 Months Ago
Reduce the wave impact on the pt boat so easier to predict + less nausea
3 Months 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
3 Months Ago
Update all ship trigger parent shapes to match the ship
3 Months Ago
Projector in stables_b now permanently on
3 Months Ago
Merge from deploy_fixes_wip
3 Months Ago
FX tweak to better faciliate adjacent wall.
3 Months Ago
Try authority with higher yield state acceptance
3 Months Ago
50cal_animations -> naval_update
3 Months Ago
plugged gap in stairs_overhang_300x300_corner
3 Months Ago
double 50Cal mounting sounds and shooting volume changes
3 Months 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)
3 Months Ago
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3 Months Ago
All sizes (S - XXL) of seamless artist canvas added and functional. No LODs, gibs, or icons yet
3 Months Ago
50cal_animations -> naval_update
3 Months Ago
closed gaps at floor level on watch towers
3 Months Ago
Up the updaterate since we are using serverside movement
3 Months Ago
Set both turrets to be serverside only. Won't be as smooth but its release-able
3 Months Ago
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3 Months Ago
filler in gap quality 0 Launch site
3 Months Ago
boat engine now uses more fuel per sec
3 Months Ago
fixed wooden_building_c LOD1 roof not double sided
3 Months Ago
Space LR300 - rebaked worldmodel with latest textures, adjusted emissive colour
3 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
3 Months Ago
small oilrig set dressing fixes
3 Months Ago
merge from deep_sea
3 Months Ago
Fixed repel forces blocking whitelisted boats inside the deep sea
3 Months Ago
bunch of shadow proxies to fix light leaking in oilrig
3 Months Ago
50cal_animations -> naval_update
3 Months Ago
Diving tank repose
3 Months Ago
Fixed merge conflicts: - Rewired up turret screenshake effects - Fixed broken values/references
3 Months Ago
updated vm lr300 space anims
3 Months Ago
naval_update -> 50cal_animations (2)
3 Months Ago
naval_update -> 50cal_animations (merge issues)
3 Months Ago
fixed stairs being ass at excavator smaller machine
3 Months Ago
tweaks to rocks in WTP to avoid poking out of cliffs
3 Months Ago
removed rendererbatch from drain and manhole cover prefabs raised them by a bit in ferryterminal to be sure
3 Months Ago
texture update
3 Months Ago
added prevent movement volume to block LOS error spot
3 Months Ago
Glass small surface type for industrial buildings
3 Months Ago
plugged more holes in countryside tunnel entrance
3 Months Ago
Space LR300 - Added emissive sights to worldmodel
3 Months Ago
env volume fix at computer station room at train tunnel hatches
3 Months Ago
added boat hull movement sounds
3 Months Ago
Add ammo display deploy fade-in