141,650 Commits over 4,383 Days - 1.35cph!

5 Months Ago
Space LR300 - rebaked worldmodel with latest textures, adjusted emissive colour
5 Months Ago
Update: DynamicNavMesh allows to exclude specific navmesh source roots - Ghostships register to be excluded, since they have their own baked navmesh - [editor-only] Added logic to exclude all roots from the client scene This CL also has some temp ghostship debug code (offsets navmesh to validate it) Tests: in water world spawned a GhostShip and enabled AI - only backed navmesh popped into existence. AI didn't spawn - need to investigate next
5 Months Ago
small oilrig set dressing fixes
5 Months Ago
merge from deep_sea
5 Months Ago
Fixed repel forces blocking whitelisted boats inside the deep sea
5 Months Ago
bunch of shadow proxies to fix light leaking in oilrig
5 Months Ago
50cal_animations -> naval_update
5 Months Ago
Diving tank repose
5 Months Ago
Fixed merge conflicts: - Rewired up turret screenshake effects - Fixed broken values/references
5 Months Ago
updated vm lr300 space anims
5 Months Ago
naval_update -> 50cal_animations (2)
5 Months Ago
naval_update -> 50cal_animations (merge issues)
5 Months Ago
fixed stairs being ass at excavator smaller machine
5 Months Ago
tweaks to rocks in WTP to avoid poking out of cliffs
5 Months Ago
removed rendererbatch from drain and manhole cover prefabs raised them by a bit in ferryterminal to be sure
5 Months Ago
texture update
5 Months Ago
added prevent movement volume to block LOS error spot
5 Months Ago
Glass small surface type for industrial buildings
5 Months Ago
plugged more holes in countryside tunnel entrance
5 Months Ago
Space LR300 - Added emissive sights to worldmodel
5 Months Ago
env volume fix at computer station room at train tunnel hatches
5 Months Ago
added boat hull movement sounds
5 Months Ago
Add ammo display deploy fade-in
5 Months Ago
Added a ForwardAdd pass to the TMP depth offset shader to support point and spot lights on text
5 Months Ago
rebaked powerlines LOD2 textures
5 Months Ago
actually include emissive for alex m
5 Months Ago
updated textures inc emissive for alex m
5 Months Ago
merge from deep_sea
5 Months Ago
cake entity fix and krieg shotgun updates
5 Months Ago
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5 Months Ago
bug fixes
5 Months Ago
Removed MonumentInfo components used in the deep sea Added a safeguard in MonumentInfo so monuments in the deep sea aren't added to TerrainMeta.Path.Monuments, it causes issues down the line when the deep sea closes
5 Months Ago
merge from deep_sea
5 Months Ago
Fixed NRE when calling AdminKillNoLoot on BoatAI, storage container ent wasn't loaded yet...
5 Months Ago
Fixed rad volumes still spawning on the exit side of the deep sea
5 Months Ago
Merge from parent
5 Months Ago
merge from naval_update
5 Months Ago
update to lr300 viewmodel with right hand mag release
5 Months Ago
Fixed Spot with inaccurate colliders on cargoship
5 Months Ago
Wetsuit repose
5 Months Ago
base (vanilla) techtree pass
5 Months Ago
Some prevent movement blockers for falling weapons in large oilrig
5 Months Ago
Space LR300 - updated WM and LODs with right hand magazine catch
5 Months Ago
easier traversal on stairs in WTP
5 Months Ago
glass surface type > glass small on security towers
5 Months Ago
Set Canyon type on some environment volumes to kill fog in some monument below terrain zones - not documented so assuming it works like procmap canyons Fixed a hole gap in Miltun entrance
5 Months Ago
Merge: from main
5 Months Ago
Adjusted sail transmission colour
5 Months Ago
Boatbuilding station, cannonball and boat planner pass
5 Months Ago
boat building deployables gameplay pass - WIP