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133,162 Commits over 4,293 Days - 1.29cph!

6 Days Ago
Fix a couple of bugs with boat health after loading
6 Days Ago
Last deep sea wipe alarm now loops
6 Days Ago
Added detail normal wrinkles to paintable canvas mat, changed lodgroup to rendererlods on frameless canvas prefabs
6 Days Ago
Fix respawn position issue when boats are saved during dying
6 Days Ago
Increased deep sea exit portal map marker size
6 Days Ago
set frame textures to 2k
6 Days Ago
Portal buoy lights change depending on deep sea state
6 Days Ago
Merge from boat_inside_test
6 Days Ago
merge from main
6 Days Ago
merge from naval_update
6 Days Ago
Set the new ramp colliders to wood material
6 Days Ago
merge from ScientistPlushie
6 Days Ago
merge from HeavyScientistPlushie
6 Days Ago
Fix foliage placement orientation on rotated islands
6 Days Ago
Merge from naval_update
6 Days Ago
More accurate shootable collision on small ramp
6 Days Ago
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6 Days Ago
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6 Days Ago
Merge from naval_update
6 Days Ago
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6 Days Ago
Merge from main
6 Days Ago
Merge from sprinkler_vis_refactor
6 Days 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
6 Days Ago
Add profiling marker to terrain render
6 Days Ago
merge from main
6 Days Ago
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6 Days Ago
merge from naval_update
6 Days Ago
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6 Days Ago
Reworked DeepSea buoys to adhere to Flavien's different states. Made them long distance visible.
6 Days Ago
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6 Days Ago
Move development build logs into a convar instead (to give us more control of when we want to print) Codegen
6 Days Ago
Shutter Frames WIP
6 Days Ago
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6 Days Ago
merge from naval_update/deep_sea
6 Days Ago
merge from naval_update
6 Days Ago
Removed unused sprite added by error
6 Days Ago
- tweaked holster position - tweaked lod group settings - removed uneeded worldmodel prefab
6 Days 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
6 Days Ago
merge from fix_puzzle_reset_underground -> main
6 Days Ago
Paintable Reactive Target - Initial folder structure, added model with LODs and textures
6 Days Ago
Removed prevent building volume from deep sea portals, not necessary
6 Days Ago
more prefab and setup updates, re-exported anims at origin, removed prefab offsets
6 Days Ago
Raise min height of airfield radiation puzzle Shrink size of airfield puzzle reset from 35m -> 28m S2P
6 Days Ago
Shifted arctic research base AI wake zone up by 15m, which shifts the puzzle reset & radiation height upwards S2P
6 Days 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.
6 Days 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
7 Days Ago
initial implementaion, viewmodel prefab updates
7 Days 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.
7 Days Ago
zipline IK adjustments and finger pose fix
7 Days Ago
Fix crash from accessing null playable graphs and playables when releasing animation handles.