139,240 Commits over 4,352 Days - 1.33cph!

13 Days Ago
Merge: from spectate_stay_after_dc - Update: when spectating a player that disconnects, the client starts orbiting their last position. Third-Person is the only valid camera mode in that situation Tests: spectated a player that disconnected - was able to look around.
13 Days Ago
Fix throttle hand interactions on RHIB These were working originally but after as many small changes they ended up being forgotten
13 Days Ago
Merge: from main
13 Days Ago
Update: client now hovers last spectated player's position in third-person mode when spectated player disconnects/gets nuked Tests: spectated player that disconnected - started orbiting. spectated as only player on server - orbiting original position (as before)
13 Days Ago
freshwater_fix
13 Days Ago
Revert to a better cs: #144447
13 Days Ago
added ddraw to playerboat.lookatdragbyangle command
13 Days Ago
freshwater_fix -> main
13 Days Ago
Revert proc map to #142609
13 Days Ago
Update: when spectated player disconnects, stay spectating above their player Don't like how the logic is tied to the player/sleeper, need to improve on the clientside Tests: spectated player, then that player disconnected - stayed in an area
13 Days Ago
merge from collider_cleanup_feb_26
13 Days Ago
Fix GroundWatch not working for large battery, splitter, volcano fireworks (recent regressions) and fishtrap (old issue) New deployable test for the root cause, there has to be at least one collider on a layer visible to GroundWatch, otherwise it never gets notified
13 Days Ago
server_browser_obfuscation_fix -> main
13 Days Ago
Dont obfuscate ping assmembly
13 Days Ago
Ordering changes
13 Days Ago
merge from deepsea_fixes
13 Days Ago
Set deep sea buoy flares LOD to dynamic so their distances are respected (LODGrid stops refreshing statics after >500m) Fixed DistanceFlareLOD not refreshing on enable/disable, and fixed the broken fading
13 Days Ago
merge from junkpile_water_clip_fix
13 Days Ago
realmed removed rigidbody component from junkpile_water_(a/b/c) prefabs
13 Days Ago
merge from main
13 Days Ago
merge from main
13 Days Ago
ammo box - fix lod assignment in art prefab, disabled shadows for lod3
13 Days Ago
wood box - unlinking prefab as variant of original box prefab
13 Days Ago
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comps box gibs and corpse
13 Days Ago
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13 Days Ago
merge from main
13 Days Ago
Automated find prefabs with standard shader and disable object motion vectors. Add command to print meshrenderers with motion vectors on in scene.
13 Days Ago
Merge from baked_mesh_optim
13 Days Ago
Apply proper bounds, fixes terrain rendering
13 Days Ago
Merge from main
13 Days Ago
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13 Days Ago
main -> sendmodelstate_optim
13 Days Ago
playerboat_deployable_snapping -> main
13 Days Ago
Dont use root - was grabbing the boats rotation
13 Days Ago
Snapping now works as well on boats as it does on land. Boat snapping has slight spacing between it when compared to land spacing, this is to accomodate the up and down motion of the waves
13 Days Ago
Merge from main
13 Days Ago
- TerrainHoles support - Add compute blit when using R16 format - Only create R16 map when enabled - Change low res heightmap to use full uint16 range - Initialise groupthread min and max at texture bounds to fix border values
13 Days Ago
Revert to version of NMS scene from 140572 (with broken rock references) Reapply no respawn zone Fixes NMS not spawning
13 Days Ago
Project y directions rather than assuming y = 0
13 Days Ago
Merge from static_bbs
13 Days Ago
S2P islands
13 Days Ago
Reduced magnet force Only apply magnet force on one boat at a time, the closest
13 Days Ago
Turn other instances of Vector3.up into ent up
13 Days Ago
Static boat stations won't pull in anchored boats
13 Days Ago
Merge from main
13 Days Ago
Very basics to setup deployable snapping on player boats. Still hard to do anything in large waves
13 Days Ago
Prefix the frame count in all midi debug messages