136,608 Commits over 4,324 Days - 1.32cph!

5 Minutes Ago
Tweaked floating city 3 shore vector volumes S2P
14 Minutes Ago
fixed native pixel data using wrong format, should've been half4 not just Color
23 Minutes Ago
handling floating city data, blits in on top of generated values - also jobified stupid texture data population, 30ms down to 0.7ms still too slow but way better
35 Minutes Ago
paintball gun no longer researchable
38 Minutes Ago
Cannonball textures from 5.3mb to 0.6mb.
45 Minutes Ago
Minor deep sea code cleanup
45 Minutes Ago
Leaving or entering the deep sea by respawning on bags now fire the client RPC updating the buoys and shore vector data Fixes buoys disappearing after dying in the deep sea and respawning on the main land
46 Minutes Ago
Screen overlay shift to be compatible with the floating point precision in deep sea. Fixes computer screen tearing.
49 Minutes Ago
Reserved flag fix (7 to 8 for flare)
50 Minutes Ago
Fix occupied seats not working after a vehicle is copy pasted
54 Minutes Ago
Signal computer flare uses its own entity flag_toggle logic instead of piggybacking off the strobe light.
59 Minutes Ago
Signal computer mesh read/write for col.
1 Hour Ago
Fix `printspeed` not working on vehicles with old mounting behavior (reposition instead of parenting)
1 Hour Ago
merge from main -> print_speed
1 Hour Ago
more work on rentable kiosk blockouts WIP
2 Hours Ago
turret_model_clipping_fix -> main
2 Hours Ago
- Fix player model clipping into turrets at certain angles - New set of movement curves
2 Hours Ago
legitimately generate shore distances/vectors for the deep sea rather than blitting, no floating city support yet
2 Hours Ago
Fixed being able to cross to deep sea with submarines on board They didnt carry over but we now block entry with a toast, like for helicopters
2 Hours Ago
fixed paintball gun WB3 reqirement
3 Hours Ago
Fix scientists not able to go into large oilrig top floor rooms
3 Hours Ago
Add server command to help diagnostic or temporarily fix the "Failed to create agent because it is not close enough to the NavMesh" issue: printOrKillOffNavScientists
3 Hours Ago
Restored horse siege harness
3 Hours Ago
merge from LNY26
3 Hours Ago
Removed horse roadsign armor redirect (was set to itself by accident)
4 Hours Ago
basic non-UVd blockout for rentable kiosk C
4 Hours Ago
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4 Hours Ago
parallelism on DistanceField jobs and TerrainHeightMap sampling, brings total shore vector generation time down to ~5ms
4 Hours Ago
merge from artistpack_storepage
4 Hours Ago
Fixed artist pack sprays showing as a skin of the reactive target in the store page
4 Hours Ago
Removed the Max Shadow Lights setting from the shadow presets and added it back as a separate setting under the Rendering section with a minimum value of 1
5 Hours Ago
merge from sks_skinviewer_fix (restore skin viewer settings)
5 Hours Ago
Restore skin viewer settings
5 Hours Ago
merge from main
5 Hours Ago
merge from main
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
5 Hours Ago
shore data stored as Vector4 instead of float4 to avoid reinterpreting frequently for no reason
6 Hours Ago
Merge from main
6 Hours Ago
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6 Hours Ago
merge from artist_pack_dlc - added square images to steam item for pack
6 Hours Ago
resized artist pack images for steam and added to steam item
6 Hours Ago
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Today
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Today
merge from sks_skinviewer_fix
Today
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merge from naval_update
Today
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Today
Fixed bass guitar