127,857 Commits over 4,201 Days - 1.27cph!

Just Now
disabled relief mapping on fish piles material
7 Minutes Ago
fixed zfight on boat low wall posts when adjacent
17 Minutes Ago
Fix clipping mount positions on the pt boat (was causing the scientists to be booted from the boat) Delay spawn scientist invoke by 100 ms
29 Minutes Ago
Fix mission item pickup being setup wrong on small oil rig
33 Minutes Ago
RPG7 - updated viewmodel, WIP textures
46 Minutes Ago
Merge from naval_missions
47 Minutes Ago
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54 Minutes Ago
Merge from /indirect_instancing/layers
1 Hour Ago
push up 2nd half of the asset
1 Hour Ago
Push up new meshing asset with source
1 Hour Ago
Remove spam logs
1 Hour Ago
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1 Hour Ago
Tac Gloves texture update
1 Hour Ago
Remove old meshing asset
1 Hour Ago
Better eye setup (expose in weapon transform) Allow AI a wider angle before firing (15 degrees) Spawn turret with 1 hp and set immortal protection instead
1 Hour Ago
Remove socket free
1 Hour Ago
hull_square sockets
1 Hour Ago
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1 Hour Ago
aniamtion controller created for boat small engine
1 Hour Ago
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1 Hour Ago
Anchor sockets wip
1 Hour Ago
Updating small ramp skinning
2 Hours Ago
AI Debug Disable (Gunning for Ians Job Patch)
2 Hours Ago
Merge from gpu_frametime_logging
2 Hours Ago
Merge from shader_cascades_light_leak_fix
2 Hours Ago
merge from naval_update/deep_sea
2 Hours Ago
Adding 50 cal rear single rig
2 Hours Ago
created boat small ramp anim controller
3 Hours Ago
Material Fix front turret
4 Hours Ago
Merge from boat_building
4 Hours Ago
Codegen
4 Hours Ago
Beachside fixes.
4 Hours Ago
Spawning new player_model prefab with baker component for NPC's
4 Hours Ago
floating city 2 HLOD rebake, s2p
4 Hours Ago
Merge from parent
4 Hours Ago
Merge from main
4 Hours Ago
merge from baseplayer_vis_nre
5 Hours Ago
Spawn improvements.
6 Hours Ago
Experimenting with a skinned mesh baker to swap out static NPC's with static meshes at a distance Setup baker component, currently spits out a series of static meshes for the given lod level Very WIP
6 Hours Ago
Try again because I didn't realize we check both worldBounds (hardcoded physx area) and TerrainMeta.Margin (TerrainSize * 3) inside ValidBounds, so need to account for both of those
Today
Fixed all kinds of problems with the mesh variant of the tropical terrain material.
Today
Fixed free hand sprays sometimes blocking hammer interaction when sprayed on a building block, this could always happen but it's worse now that the spray position is more accurate
Today
Merge from spray_fixes_oct_2025
Today
Merge from server_wipe_time_of_day
Today
Merge from player_model_perf_improvements
Today
Add debug.disable_distant_sleepers convar to toggle/compare new animator disabling logic, defaults to on Will take 10s for animators to fully disable when convar is turned on