132,594 Commits over 4,232 Days - 1.31cph!

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