135,815 Commits over 4,293 Days - 1.32cph!

60 Days Ago
shift DeployAndEditCooldown to the end of the frame, the Busy flag it sets messes with some vehicle initialization behaviour otherwise
60 Days Ago
Add christmas branding
60 Days Ago
save++ network++ persistance++
60 Days Ago
merge from boat_building
60 Days Ago
Tweak bbs deployable blocking collider
60 Days Ago
SmallBackpack repose
60 Days Ago
merge from Cannon_Animation
60 Days Ago
boat steering anim update
60 Days Ago
updated cannonball craft, removed duplicate item blueprint comp crafts 2 at once
60 Days Ago
Update cannon deployed prefab to use the correct viewmodel camera animation and eye position
60 Days Ago
Merge from parent
60 Days Ago
More shore material tweaks
60 Days Ago
fixed floating net, incorrect material assignment to rope_docks on ghost ships
60 Days Ago
fixed incorrect surface types on adobe frame prefabs
60 Days Ago
Adjust tropical shore settings
60 Days Ago
Add tropical underwater visual parameters and blend with shore distance
60 Days Ago
Fix wrong lighting in underground scenarios by issuing instanced draw calls earlier in frames where reflection are rendered.
60 Days Ago
Actually apply and respect render layers when instancing
60 Days Ago
Fixed boat splash fx not turning back on when a camera re-enters range
60 Days Ago
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
60 Days Ago
Merge from island_scenes
60 Days Ago
Merge from parent
60 Days Ago
Fix tropical1 terrain size (fixes foliage assert), and hopefully stop issue from happening again when adjusting prefabs
60 Days Ago
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
60 Days Ago
Redo confetticannon.deployed renderer simplification
60 Days Ago
Merge from main Stomped launch site and confetticannon.deployed changes from main, will need to redo
60 Days Ago
Merge from mute_dialog_warning_fix
60 Days Ago
Merge from heli_fixcars_changes_2
60 Days Ago
Merge from cargoship_updatemovement_nre_fix
60 Days Ago
Merge from deleteentitiesbyshortname_fix
60 Days Ago
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
60 Days Ago
ensure SoundPlayerTrigger turns off playImmediately on any SoundPlayer it is managing fix NREs when attempting to use AmbienceEmitters with only stings and no base loop
2 Months Ago
Fix MountedWeaponSeat client compile error
2 Months Ago
Small ramp will stop if it detects a blockage on the construction layer
2 Months Ago
Use no displacement version of ground plants for floating city pot plants
2 Months Ago
Add a vehicle world collider to the plank
2 Months Ago
Fixed some floating city colliders with negative scale, S2P all of them
2 Months Ago
Added new map icons for ghost ships and floating cities Added a deep sea mode to the map shader, shows terrain as greyscale Removed deep sea island icon entirely, they look a lot better in greyscale
2 Months Ago
- Re-setup, will need wes to fix the rest
2 Months Ago
naval_update -> Cannon_Animation
2 Months Ago
Add reset trigger support
2 Months Ago
pt_boat_polish_pass_2 -> naval_update
2 Months Ago
- Dont dismount straight into the water - Add water mask to the bottom of the front turret
2 Months Ago
merge from naval_update/deep_sea
2 Months Ago
merge from deepsea_generation_tweaks
2 Months Ago
rename TriggerExternalEmitter to SoundPlayerTrigger and make it inherit from TriggerBase
2 Months Ago
- Setup new attack effect on front + rear turret - Added and wired up lights to pt boat (ai wil auto do this) - Added and wired up lights to turret
2 Months Ago
S2P + HLOD all floating cities
2 Months Ago
Merge from floating_cities (stomped prefabs, will need to S2P)
2 Months Ago
Airfield puzzle reset now ignores above ground players via the prefab (S2P) Removed the mid wipe hack we did for last month