138,823 Commits over 4,352 Days - 1.33cph!

Today
Merge from main
Merge from main
- Fix paintball impact effects not always behaving with turrets - "Impotent" projectiles created just for effects for non instigating clients now know about their source weapon - Cleanup EntityRealm::TryGetEntity - Fix paintball impacts instigated by the local player not ignoring max spawn distance
Today
merge from painting_line_tool_winner
Today
Removed undesired line tool method, preview line is the winner! - removed sounds - HUD tip remains whenever holding shift, not just when actively drawing line
Today
merge from boxes_performance_pass
Today
Removed camera leaning towards horse head when galloping
Today
Added horse locomotion playable component, handles the locomotion animation playing and blending only
Today
boxes performance feedback
Today
Update: move normal calculation logic to HeightMapQueryStructure - Give couple methods a rename Tests: ran unit tests
Today
Bugfix: basic arespeeding unit tests now pass - use the right interpolators for IsSpeeding - add overloads to TerrainHeightMap.GetNormalsIndirect and antihack specific jobs to accept deferred arrays - make IsSpeeding work on CachedState Tests: ran unit tests
Today
setting up salvaged axe refresh prefabs
Today
Rentable Shop Kiosk F - first pass materials WIP
Today
Construction NRE fix
Today
merge from parent boxes_dlc
Today
Idle to walk and walk to idle imports
Today
exported horse walk to idle and idle to walk anims
Today
exported refreshed salvaged axe rig/anims
Today
Update: add basic consistency unit tests for AntiHack.IsSpeeding and AreSpeeding Currently fail, as I forgot to adjust the IsSpeeding logic after state cache changes. Tests: ran unit tests
Today
rebase on main
Today
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Today
final 2 individual square steam images on storage_boxes_pack sitem
Today
Fix scientist weapons floating at world origin on server
Yesterday
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Yesterday
Fix naval scientists new entity weapons leak, make sure new scientist weapon are not saved if the scientists themselves are not saved
Yesterday
changed "component" to "storage" on all storage boxes descriptions, started to plug in square steam images to sitem
Yesterday
merge from boxes_dlc
Yesterday
Fixed paint mask normal map settings
Yesterday
Gesture anim updates
Yesterday
cannon anim update and IK adjustments
Yesterday
merge from main
Yesterday
Merge from island_cliff_water_fix
Yesterday
Added some water volumes to the cliff areas on tropical island 1+2 to fix thse little pockets of no water No idea what the actual cause is, it doesn't seem to be affected by the ocean topology S2P both islands
Yesterday
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Yesterday
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Yesterday
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Yesterday
Added a searchlight debug mode to try and figure out the volumetric animation
Yesterday
Merge from main Auto resolved conflicts on cannon.deployed, steeringwheel.deployed, SmallBoatPassenger
Yesterday
Atmosphere & triggers.
Yesterday
Final lighting sans atmos volume & culler.
Yesterday
Zeroed the transmission on this potted plant, because I keep seeing it bleed ambient in interiors. Emission texture tweak.
Yesterday
These static candles shouldn't be shadowcasting like that.
2 Days Ago
Lighting prefab.
3 Days Ago
Fixed all kinds of whackery with industrial.ceiling.lamp.on.prefab
3 Days Ago
Lighthouse lighting prefab V2 (not applied)
3 Days Ago
Some movements improvements: smoothed steering input, speed based lateral damping and gait auto promote Also added a rough noclip command so I can move around the gym easily