132,784 Commits over 4,232 Days - 1.31cph!

Fixed broken shadows on improvised_walkway_roof_tarp_300x600_a
Today
Fixed the render texture memory leak in the Icon Render scene
Today
LODs and gibs for artist canvas L, XL, XXL + prefab setup
Today
updated vm and 3p lr300 space gun anims
Today
Added incen rockets to fixcars 3 Added a help field to the fixcars
Today
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Today
Flare weapon refresh animation polish
Today
naval_update -> main - Staging wipe, Course locked, no piviting now
Today
Merge: from navmeshsurface_optim - Optim: Ghostships now use a static, detached navmesh, saving us on navmesh re-integration every physics step - New scientists adapted to work with detached navmesh - In C+S editor, we now automatically exclude client-scene entities from dynamic navmesh gen Tests: spawned all ghost ships, observed scientists patrolling, dogfighting, sprinting
Today
Coconut Underwear Repose
Today
Clean: remove obsolete TODOs Tests: none, trivial change
Today
boat engine t2 Updated t2 techtree
Today
Clean: remove test code that offset the baked navmesh Prepping to merge back Tests: spawned all variations of ghostship, engaged scientists - didn't spot any weirdness
Today
greatly reduce low grade fuel cost for boat building
Today
Merge: from main
Today
HockeyMask repose
Today
Bugfix: LimitedTurnNavAgent - when path following, ensure facing direction is applied in world space Previously it was done in navmesh space, causing scientists to look in the sky during dogfight Tests: observed scientists dogfighting and chasing behaviors - they either looked in direction of run or me
Today
merge from main
Today
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Today
shift DeployAndEditCooldown to the end of the frame, the Busy flag it sets messes with some vehicle initialization behaviour otherwise
Today
Add christmas branding
Today
save++ network++ persistance++
Today
merge from boat_building
Today
Tweak bbs deployable blocking collider
Today
SmallBackpack repose
Today
merge from Cannon_Animation
Today
boat steering anim update
Today
updated cannonball craft, removed duplicate item blueprint comp crafts 2 at once
Today
Update cannon deployed prefab to use the correct viewmodel camera animation and eye position
Today
Merge from parent
Today
More shore material tweaks
Today
fixed floating net, incorrect material assignment to rope_docks on ghost ships
Today
fixed incorrect surface types on adobe frame prefabs
Today
Adjust tropical shore settings
Today
Add tropical underwater visual parameters and blend with shore distance
Today
Fix wrong lighting in underground scenarios by issuing instanced draw calls earlier in frames where reflection are rendered.
Today
Actually apply and respect render layers when instancing
Today
Fixed boat splash fx not turning back on when a camera re-enters range
Today
Added a SnapPositionTo client RPC, will set the client entity to a given position and snap the positionLerp to the end preventing it from extrapolating Applied when moving entities in and out of the deep sea Fixed DeepSeamanager.FindIslandPortalExitPosition failing in craggy because it has no SpawnHandler
Today
Merge from island_scenes
Today
Merge from parent
Today
Fix tropical1 terrain size (fixes foliage assert), and hopefully stop issue from happening again when adjusting prefabs
Today
Added a new unscaled time invoke handler, uses standard invoke API and is accessible on all FacepunchBehaviours (InvokeRepeatingUnscaledTime, CancelInvokeUnscaledTime, etc) CoverageQueryFlare uses realtime invoke handler so that it can work as expected in a paused demo CoverageQueries now updates in unscaled time Fixes spotlights not hiding/showing based on occlusion in paused demos
Today
Redo confetticannon.deployed renderer simplification
Today
Merge from main Stomped launch site and confetticannon.deployed changes from main, will need to redo
Today
Merge from mute_dialog_warning_fix
Today
Merge from heli_fixcars_changes_2
Today
Merge from cargoship_updatemovement_nre_fix
Today
Merge from deleteentitiesbyshortname_fix
Today
create floating city calm/breeze/windy ambience defs (just using beach ambience sound defs right now) assign base defs to some of the floating city ambience zones