130,589 Commits over 4,232 Days - 1.29cph!

12 Days Ago
Simplified casino culling volume setup using custom mesh collider trigger
12 Days Ago
Merge: from voice_when_invis_fixes - Voice chat is now heard by nearby invisible players and spectators Tests: tested voice replication between 2 players, when invis and when spectating. invis case also tested disconnect-reconnect while invis.
12 Days Ago
Fixed floating/clipping objects in FC3 and S2P. Reverted bench seat sitting positions.
12 Days Ago
Update: allow invis players to listen to nearby voice - invis players are now tracked in BasePlayer.invisPlayers Tests: 2p on Craggy, 2nd player went invis, host tapped mic - replicated. 2nd player disconencted and reconnected, host tapped mic - replicated
12 Days Ago
converted ladder hatch prefabs to use convex box colliders only added modular boat floor frame and floor.triangle frame prefabs
12 Days Ago
Boats can't be edited if recently damaged
12 Days Ago
Update: Spectators can listen to voice of spectated and nearby players - Spectators now exclude themselves from EntityGrid Tests: 2p on Craggy, flew away from the island, started spectating player on island and tapped the mic - it came through
12 Days Ago
Set halloween wallpapers ingame icons
12 Days Ago
Added "In Game Icon" field to ItemSkin, allowing us to override the sprite we use in spraycan, crafting and repair bench menus Useful when we want a branded icon in the store but still need a normal item icon to appear in-game. Only applies for skins that do not have proper items, like wallpapers
12 Days Ago
Removed colliders from floor rugs and tarps
12 Days Ago
Find the nearest usable station, not just the first
12 Days Ago
Dock & edit test
12 Days Ago
Cull hackable crate world canvases by distance (around 150m) Its a global networked entity so the canvas was enabled for all players on the map
12 Days Ago
added halloween wallpaper store icons and hooked up to wallpaper skin assets. We will need to fix in-game icons at another date
12 Days Ago
corrected convar bounds
12 Days Ago
corrected physics bounds
12 Days Ago
Rewrite how labels are set in ItemDefinition DoPrepare. No differences in the results, wasnt broken before, just less potential calls to the asset database
12 Days Ago
merge from main
12 Days Ago
merge from rpg_skin
12 Days Ago
merge from naval_update
12 Days Ago
Turned off sRGB on some floating cities related AO textures, downsized some maps that didn't need to be 2k. Removed obsolete temp textures. Added some ladders around FC1 and FC2 to improve water exit. Removed a few chairs from floating walkways and barges to help with perf. Ran S2P on FC1 and FC2.
12 Days Ago
Cache entity types list and reuse instead of redoing it every time
12 Days Ago
item description pass
12 Days Ago
Rpg7 viewmodel - Reduced ironsight curve to re-frame ADS and take up same screen space in ADS as base RPG - Includes base projectile update script with crosshair options - Set crosshair to be visible when in ADS
12 Days Ago
Merge from parent
12 Days Ago
Updating paintball block out rig
12 Days Ago
CullingVolume will no longer make a box collider if it already has a collider and that collider is marked as a trigger (allowing non box shapes to be used)
12 Days Ago
Merge from fog_fixes
12 Days Ago
Fixed some awkward interactions with the underground layer controller and deep sea toggle
12 Days Ago
Refactored fog of war into two separate sets of fog - mainland and deep sea This solves the hardcore mode and deep sea not coexisting as they both tried to write into the same fog images Re-enabled opening the map in hardcore/deep sea Added new server.deepseafogofwar convar, defaults to true on all game modes
12 Days Ago
merge from fix_portal_clamping -> naval_update
12 Days Ago
Fixed deep sea fog not working on death screen correctly Fixed fog not calculating while in deep sea until the player opens the map at least once Possibly fixed fog revealing a couple of pixels on the other side of the world
12 Days Ago
initial potentially better implementation of screen-space/contact shadows, doesn't work yet
12 Days Ago
Handle FoliageSpawns recreating in deepsea Don't stomp activeTerrains when recreating foliage buffers Fix incorrect terrain size in tropical3 prefab
12 Days Ago
Clamp position to the output portal when teleporting to and from the deep sea - primarily fixes running enterdeepsea causing you to teleported to middle of deep sea because it didn't clamp the distance from portal
12 Days Ago
Merge from parent
13 Days Ago
System uses burst cloth instead of unity physics Set up generic circle charm with burst cloth
13 Days Ago
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13 Days Ago
Baseline from hackweek prototype
13 Days Ago
Merge from map_work
13 Days Ago
Merge from small_ramp
13 Days Ago
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13 Days Ago
merge from optimize_reduce_dynamic_occlusion -> main
13 Days Ago
Remove the IsEntityDynamic() override in CookingWorkbenchBBQ because that is not the normal BBQ :( - don't worry about normal bbq anyways, it was already static and seemed to work fine with occlusion
13 Days Ago
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13 Days Ago
Paintball Gun - updated blockout mesh after animation feedback
13 Days Ago
Null check playable graph when setting animator controller
13 Days Ago
merge from playable_fixes
13 Days Ago
Add HideZeroWeightEdges toggle to playable graph tooling to make it easier to inspect bloated 100+ node graphs.