133,318 Commits over 4,262 Days - 1.30cph!

6 Days Ago
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6 Days Ago
filler in gap quality 0 Launch site
6 Days Ago
boat engine now uses more fuel per sec
6 Days Ago
fixed wooden_building_c LOD1 roof not double sided
6 Days Ago
Space LR300 - rebaked worldmodel with latest textures, adjusted emissive colour
6 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
6 Days Ago
small oilrig set dressing fixes
6 Days Ago
merge from deep_sea
6 Days Ago
Fixed repel forces blocking whitelisted boats inside the deep sea
6 Days Ago
bunch of shadow proxies to fix light leaking in oilrig
6 Days Ago
50cal_animations -> naval_update
6 Days Ago
Diving tank repose
6 Days Ago
Fixed merge conflicts: - Rewired up turret screenshake effects - Fixed broken values/references
6 Days Ago
updated vm lr300 space anims
6 Days Ago
naval_update -> 50cal_animations (2)
6 Days Ago
naval_update -> 50cal_animations (merge issues)
6 Days Ago
fixed stairs being ass at excavator smaller machine
6 Days Ago
tweaks to rocks in WTP to avoid poking out of cliffs
6 Days Ago
removed rendererbatch from drain and manhole cover prefabs raised them by a bit in ferryterminal to be sure
6 Days Ago
texture update
6 Days Ago
added prevent movement volume to block LOS error spot
6 Days Ago
Glass small surface type for industrial buildings
6 Days Ago
plugged more holes in countryside tunnel entrance
6 Days Ago
Space LR300 - Added emissive sights to worldmodel
6 Days Ago
env volume fix at computer station room at train tunnel hatches
6 Days Ago
added boat hull movement sounds
6 Days Ago
Add ammo display deploy fade-in
6 Days Ago
Added a ForwardAdd pass to the TMP depth offset shader to support point and spot lights on text
6 Days Ago
rebaked powerlines LOD2 textures
6 Days Ago
actually include emissive for alex m
6 Days Ago
updated textures inc emissive for alex m
6 Days Ago
merge from deep_sea
6 Days Ago
cake entity fix and krieg shotgun updates
6 Days Ago
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6 Days Ago
bug fixes
6 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
6 Days Ago
merge from deep_sea
6 Days Ago
Fixed NRE when calling AdminKillNoLoot on BoatAI, storage container ent wasn't loaded yet...
6 Days Ago
Fixed rad volumes still spawning on the exit side of the deep sea
7 Days Ago
Merge from parent
7 Days Ago
merge from naval_update
7 Days Ago
update to lr300 viewmodel with right hand mag release
7 Days Ago
Fixed Spot with inaccurate colliders on cargoship
7 Days Ago
Wetsuit repose
7 Days Ago
base (vanilla) techtree pass
7 Days Ago
Some prevent movement blockers for falling weapons in large oilrig
7 Days Ago
Space LR300 - updated WM and LODs with right hand magazine catch
7 Days Ago
easier traversal on stairs in WTP
7 Days Ago
glass surface type > glass small on security towers
7 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