158,845 Commits over 4,566 Days - 1.45cph!

12 Months 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 Months Ago
initial potentially better implementation of screen-space/contact shadows, doesn't work yet
12 Months Ago
Handle FoliageSpawns recreating in deepsea Don't stomp activeTerrains when recreating foliage buffers Fix incorrect terrain size in tropical3 prefab
12 Months 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 Months Ago
Merge from parent
12 Months Ago
System uses burst cloth instead of unity physics Set up generic circle charm with burst cloth
12 Months Ago
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12 Months Ago
Baseline from hackweek prototype
12 Months Ago
Merge from map_work
12 Months Ago
Merge from small_ramp
12 Months Ago
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12 Months Ago
merge from optimize_reduce_dynamic_occlusion -> main
12 Months 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
12 Months Ago
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12 Months Ago
Paintball Gun - updated blockout mesh after animation feedback
12 Months Ago
Null check playable graph when setting animator controller
12 Months Ago
merge from playable_fixes
12 Months Ago
Add HideZeroWeightEdges toggle to playable graph tooling to make it easier to inspect bloated 100+ node graphs.
12 Months Ago
Merge from boat_building
12 Months Ago
Merge from health_rework
12 Months Ago
Fixes
12 Months Ago
scientist_boat_fixes_3 -> naval_update
12 Months Ago
Drop rhib group spawn count from 12 to 7: 15 less scientist rhibs will spawn as a result.
12 Months Ago
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12 Months Ago
Projectiles
12 Months Ago
scientist_boat_fixes_3 -> naval_update
12 Months Ago
Add support for different crosshair modes on projectile weapons. Always show, or only show under conditions: - Standard - ^ + when aiming - ^ + when reloading - Always
12 Months Ago
merge from buoyancy_deepunderwater_fix
12 Months Ago
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
12 Months Ago
Fix playable graph IK issues
12 Months Ago
scientist_boat_fixes_3 -> naval_update
12 Months Ago
Retain group id between saves
12 Months Ago
fixed clip check
12 Months Ago
Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
12 Months Ago
added physic impact sounds for the PT boat
12 Months Ago
scientist_boat_fixes_3 -> naval_update
12 Months Ago
stupid pooling fix
12 Months Ago
Dont save the ghost ship hackable crate. Stops save nre
12 Months Ago
merge from ai_vehicle_clipping_check_optim
12 Months Ago
account for ClippingAiChecks another level up in BaseVehicle to avoid running an OverlapBox query in cases where we wouldn't run any mounted clipping checks anyway
12 Months Ago
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12 Months Ago
merge from naval_update/deep_sea
12 Months Ago
Applied prefabs. Dummy coord fixes.
12 Months Ago
Re-route setting animator states to playable animation controller
12 Months Ago
scientist_boat_fixes_3 -> naval_update
12 Months Ago
Compile fix
12 Months Ago
scientist_boat_fixes_3 -> naval_update
12 Months Ago
Fix margin check in wander state
12 Months Ago
Support boat debug ddraw convars on server