132,636 Commits over 4,232 Days - 1.31cph!

3 Hours Ago
50cal_animation -> naval_update
3 Hours Ago
Reduce the wave impact on the pt boat so easier to predict + less nausea
3 Hours Ago
- Add a replicated var to turn on/off client authority so we dont get stuck in a build without the ability to change - Codegen
3 Hours Ago
Update all ship trigger parent shapes to match the ship
4 Hours Ago
Projector in stables_b now permanently on
4 Hours Ago
Merge from deploy_fixes_wip
4 Hours Ago
FX tweak to better faciliate adjacent wall.
4 Hours Ago
Try authority with higher yield state acceptance
4 Hours Ago
50cal_animations -> naval_update
4 Hours Ago
plugged gap in stairs_overhang_300x300_corner
4 Hours Ago
double 50Cal mounting sounds and shooting volume changes
4 Hours Ago
Bugfix: SpawnGroup now applies entitie's world<->navmesh transformations when picking a spawn point Tests: Spawned ghostship - all NPCs spawned, but not moving (likely my other experimental code borks it)
4 Hours Ago
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4 Hours Ago
All sizes (S - XXL) of seamless artist canvas added and functional. No LODs, gibs, or icons yet
4 Hours Ago
50cal_animations -> naval_update
4 Hours Ago
closed gaps at floor level on watch towers
4 Hours Ago
Up the updaterate since we are using serverside movement
4 Hours Ago
Set both turrets to be serverside only. Won't be as smooth but its release-able
4 Hours Ago
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4 Hours Ago
filler in gap quality 0 Launch site
4 Hours Ago
boat engine now uses more fuel per sec
5 Hours Ago
fixed wooden_building_c LOD1 roof not double sided
5 Hours Ago
Space LR300 - rebaked worldmodel with latest textures, adjusted emissive colour
5 Hours 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 Hours Ago
small oilrig set dressing fixes
5 Hours Ago
merge from deep_sea
5 Hours Ago
Fixed repel forces blocking whitelisted boats inside the deep sea
5 Hours Ago
bunch of shadow proxies to fix light leaking in oilrig
5 Hours Ago
50cal_animations -> naval_update
5 Hours Ago
Diving tank repose
5 Hours Ago
Fixed merge conflicts: - Rewired up turret screenshake effects - Fixed broken values/references
5 Hours Ago
updated vm lr300 space anims
5 Hours Ago
naval_update -> 50cal_animations (2)
5 Hours Ago
naval_update -> 50cal_animations (merge issues)
5 Hours Ago
fixed stairs being ass at excavator smaller machine
5 Hours Ago
tweaks to rocks in WTP to avoid poking out of cliffs
5 Hours Ago
removed rendererbatch from drain and manhole cover prefabs raised them by a bit in ferryterminal to be sure
5 Hours Ago
texture update
5 Hours Ago
added prevent movement volume to block LOS error spot
6 Hours Ago
Glass small surface type for industrial buildings
6 Hours Ago
plugged more holes in countryside tunnel entrance
6 Hours Ago
Space LR300 - Added emissive sights to worldmodel
6 Hours Ago
env volume fix at computer station room at train tunnel hatches
Today
added boat hull movement sounds
Add ammo display deploy fade-in
Today
Added a ForwardAdd pass to the TMP depth offset shader to support point and spot lights on text
Today
rebaked powerlines LOD2 textures
Today
actually include emissive for alex m
Today
updated textures inc emissive for alex m
Today
merge from deep_sea