139,322 Commits over 4,474 Days - 1.30cph!

10 Months Ago
merge from Charity_plushie2
10 Months Ago
merge from hackweek_crosshair_customization
10 Months Ago
merge from mesh-guide-shader-improvements
10 Months Ago
merge from drone_storage_hotfix
10 Months Ago
merge from monument_notification_sounds
10 Months Ago
deleted old saved shorevector texture
10 Months Ago
Fix small engine deployment
10 Months Ago
moved shorevector baking to the Tropical1 scene and reran s2p
10 Months Ago
DeepSeaIsland set its trees to the deep sea global network group
10 Months Ago
merge from naval_update/island_scenes
10 Months Ago
DeepSeaIsland calls Spawn on its hand placed trees, so they're added to the TreeManager
10 Months Ago
Tropical1: Added some resource spawn for testing purposes Disabled flattening for now, added realmed remove
10 Months Ago
boat building platform - materials and textures including lod3 bake material and textures - lods + initial prefab setup
10 Months Ago
Added Coconut Prop Model and Materials Setup Coconut Prop Prefab, LODs, Colldiers
10 Months Ago
add store images for decor pack
10 Months Ago
Better patch solution that should prevent potential "Attempted to read past the end of the BufferStream" exceptions
10 Months Ago
rebaked shorevectors
10 Months Ago
merge from deep_sea
10 Months Ago
Tidied up scene hierarchy - floating city 3
10 Months Ago
Add ServerVar 'global.legacymonumentnotifications' for forcing old monument notification behaviour (UI message, no sounds)
10 Months Ago
floating city 2, fixing some set dressing that broke as barge prefabs changed
10 Months Ago
Merge from small_ramp
10 Months Ago
merge from deep_sea
10 Months Ago
updated naval small ramp animations
10 Months Ago
Scaled the deep sea marker, so it fits when the portal spawns south
10 Months Ago
Merge from parent
10 Months Ago
Re-export animation to remove cannon offset
10 Months Ago
Delete old unused TwitchDrops_render_scene, rename TwitchDrops_render_scene_test to TwitchDrops_render_scene
10 Months Ago
Commit to single render method (previous "test version"), removing menu options.
10 Months Ago
merge from naval_update
10 Months Ago
Added bed to render scene
10 Months Ago
merge from deployguidedraw_nre_fix
10 Months Ago
Prefab with WIP FX.
10 Months Ago
Ship cannon WIP.
10 Months Ago
FX Progress Cannon AO not sRGB space.
10 Months Ago
Use additive blend and alpha max for heights should solve height blending issues
10 Months Ago
fix deployguide nre when holding tripod spotlight
10 Months Ago
Fixed the terrain mesh collider for Tropical1 not being on the terrain layer, was preventing AI from snapping to it properly S2P Tropical1, no actual scene changes though Also removed an allocation when setting up the mesh terrain
10 Months Ago
Casino barge exterior dressing progress
10 Months Ago
merge from potential_guide_artifact_fix
10 Months Ago
potential mesh guide artifacting workaround
10 Months Ago
Update: Integrate the new AnalyticsManager into existing logic - Guarded by `analytics.usev2` (default off for now) - Bugfix for rate-limiting being disabled due to mixing Now and UtcNow (whoops) - Added global `analytics.dryrun` and `analytics.log` Did a cursory test in editor using dry running and it seems to be working, but it leaks performance data into player_tick blobs. Need to reorganize accumulators again - always-aggregate isn't always valid. Tests: used above switches and monitored data flow.
10 Months Ago
Add field for setting description of workshop submissions
10 Months Ago
merge from skinviewer_streaming_fix
10 Months Ago
Added PT boat 50cal ammo mounts
10 Months Ago
merge from shield_back_fix
10 Months Ago
merge from twitch_background_nre
10 Months Ago
merge from radtown_t0_crates
10 Months Ago
merge from storecheckout_nre_fix
10 Months Ago
Remove `"flammable" "no"` from 2 PHX bombs `"flammable" "no"` did nothing before, but does a thing now, and apparently these props have had them the whole time. Added MainEyePos, MainEyeAngles, use it for properties.lua These 2 functions store main view's position and angle without being affected by any other view or render.RenderView Fixes properties not being usable if render.RenderView is called at all times Fixed render.RenderView affecting FOV for worldclicker Fixed sun glow overlay not rendering in water Minor viewrender changes from CS:GO * Clamp fog lerp, restore position/angles for reflection/refraction views after rendering Minor optimization for DecalTermAtPos Fixed (near?) infinite loops in EnumerateElementsInBox * This was caused by having mins be bigger than maxs, or negative radius for EnumerateElementsInSphere