139,335 Commits over 4,352 Days - 1.33cph!

2 Months Ago
Added detail normal wrinkles to paintable canvas mat, changed lodgroup to rendererlods on frameless canvas prefabs
2 Months Ago
Fix respawn position issue when boats are saved during dying
2 Months Ago
Increased deep sea exit portal map marker size
2 Months Ago
set frame textures to 2k
2 Months Ago
Portal buoy lights change depending on deep sea state
2 Months Ago
Merge from boat_inside_test
2 Months Ago
merge from main
2 Months Ago
merge from naval_update
2 Months Ago
Set the new ramp colliders to wood material
2 Months Ago
merge from ScientistPlushie
2 Months Ago
merge from HeavyScientistPlushie
2 Months Ago
Fix foliage placement orientation on rotated islands
2 Months Ago
Merge from naval_update
2 Months Ago
More accurate shootable collision on small ramp
2 Months Ago
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2 Months Ago
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2 Months Ago
Merge from naval_update
2 Months Ago
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2 Months Ago
Merge from main
2 Months Ago
Merge from sprinkler_vis_refactor
2 Months Ago
SceneToPrefabTag can now be used on LOD components that are are part of a CuillingVolume to ensure they are part of the final generated HLOD mesh Fixed an order of execution issue with CullingVolumes and LODMasterMesh when an entity with these components was spawned as part of map load (likely only an editor only issue), resulting in LODComponents getting toggled before they are initialised, which would cause the LOD to fall back to default bounds and consider itself small Fixed a couple of curtain prefabs in the casino that were broken The exterior curtain now appears in the HLOD mesh S2P all floating cities
2 Months Ago
Add profiling marker to terrain render
2 Months Ago
merge from main
2 Months Ago
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2 Months Ago
merge from naval_update
2 Months Ago
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2 Months Ago
Reworked DeepSea buoys to adhere to Flavien's different states. Made them long distance visible.
2 Months Ago
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2 Months Ago
Move development build logs into a convar instead (to give us more control of when we want to print) Codegen
2 Months Ago
Shutter Frames WIP
2 Months Ago
More potential crash fixes to do with model flexes Scale JIGGLE_IS_BOING jiggle bones with bone scale
2 Months Ago
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2 Months Ago
merge from naval_update/deep_sea
2 Months Ago
merge from naval_update
2 Months Ago
Removed unused sprite added by error
2 Months Ago
- tweaked holster position - tweaked lod group settings - removed uneeded worldmodel prefab
2 Months Ago
- entity setup - created correctly set up worldmodel prefab (current being used is set up to use batch rendering with meshes that exceed the limit to batch) - set .item to use new worldmdodel prefab
2 Months Ago
merge from fix_puzzle_reset_underground -> main
2 Months Ago
Paintable Reactive Target - Initial folder structure, added model with LODs and textures
2 Months Ago
Removed prevent building volume from deep sea portals, not necessary
2 Months Ago
more prefab and setup updates, re-exported anims at origin, removed prefab offsets
2 Months Ago
Raise min height of airfield radiation puzzle Shrink size of airfield puzzle reset from 35m -> 28m S2P
2 Months Ago
Shifted arctic research base AI wake zone up by 15m, which shifts the puzzle reset & radiation height upwards S2P
2 Months Ago
Clear indicesToCheck list before reusing it for water collision ignores. Fixes native crash from projectile batching, and buoyancy batching breaking after enabling the deepsea.
2 Months Ago
Add `monumentpuzzleresetradiationoverride` convar to force enable radiation despite the puzzle's reset status (makes testing easier) Apply minimum height to the radiation spheres as well as the puzzle resets Show height cutoff position when `drawpuzzlereset` convar is enabled
2 Months Ago
initial implementaion, viewmodel prefab updates
2 Months Ago
(Hopefully) Fix player animations sometimes being left in weird states because of pooling. Clean up the way we release animation handles to make sure the input ports always get disconnected regardless of whether the handle is valid or not, release handles when pooling players.
2 Months Ago
zipline IK adjustments and finger pose fix
2 Months Ago
Fix compile errors due to branch differences
2 Months Ago
Fix crash from accessing null playable graphs and playables when releasing animation handles.