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130,887 Commits over 4,232 Days - 1.29cph!

4 Minutes 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)
6 Minutes Ago
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6 Minutes Ago
All sizes (S - XXL) of seamless artist canvas added and functional. No LODs, gibs, or icons yet
7 Minutes Ago
50cal_animations -> naval_update
10 Minutes Ago
closed gaps at floor level on watch towers
11 Minutes Ago
Up the updaterate since we are using serverside movement
12 Minutes Ago
Set both turrets to be serverside only. Won't be as smooth but its release-able
22 Minutes Ago
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25 Minutes Ago
filler in gap quality 0 Launch site
30 Minutes Ago
boat engine now uses more fuel per sec
38 Minutes Ago
fixed wooden_building_c LOD1 roof not double sided
40 Minutes Ago
Space LR300 - rebaked worldmodel with latest textures, adjusted emissive colour
41 Minutes 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
49 Minutes Ago
small oilrig set dressing fixes
52 Minutes Ago
merge from deep_sea
52 Minutes Ago
Fixed repel forces blocking whitelisted boats inside the deep sea
53 Minutes Ago
bunch of shadow proxies to fix light leaking in oilrig
56 Minutes Ago
50cal_animations -> naval_update
57 Minutes Ago
Diving tank repose
60 Minutes Ago
Fixed merge conflicts: - Rewired up turret screenshake effects - Fixed broken values/references
1 Hour Ago
updated vm lr300 space anims
1 Hour Ago
naval_update -> 50cal_animations (2)
1 Hour Ago
naval_update -> 50cal_animations (merge issues)
1 Hour Ago
fixed stairs being ass at excavator smaller machine
1 Hour Ago
tweaks to rocks in WTP to avoid poking out of cliffs
1 Hour Ago
removed rendererbatch from drain and manhole cover prefabs raised them by a bit in ferryterminal to be sure
1 Hour Ago
texture update
1 Hour Ago
added prevent movement volume to block LOS error spot
1 Hour Ago
Glass small surface type for industrial buildings
1 Hour Ago
plugged more holes in countryside tunnel entrance
1 Hour Ago
Space LR300 - Added emissive sights to worldmodel
2 Hours Ago
env volume fix at computer station room at train tunnel hatches
2 Hours Ago
added boat hull movement sounds
2 Hours Ago
Add ammo display deploy fade-in
2 Hours Ago
Added a ForwardAdd pass to the TMP depth offset shader to support point and spot lights on text
2 Hours Ago
rebaked powerlines LOD2 textures
2 Hours Ago
actually include emissive for alex m
2 Hours Ago
updated textures inc emissive for alex m
2 Hours Ago
merge from deep_sea
2 Hours Ago
cake entity fix and krieg shotgun updates
3 Hours Ago
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3 Hours Ago
bug fixes
3 Hours 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
3 Hours Ago
merge from deep_sea
3 Hours Ago
Fixed NRE when calling AdminKillNoLoot on BoatAI, storage container ent wasn't loaded yet...
3 Hours Ago
Fixed rad volumes still spawning on the exit side of the deep sea
4 Hours Ago
Merge from parent
4 Hours Ago
merge from naval_update
4 Hours Ago
update to lr300 viewmodel with right hand mag release
4 Hours Ago
Fixed Spot with inaccurate colliders on cargoship