128,579 Commits over 4,201 Days - 1.28cph!

8 Minutes Ago
rpg skin 3p holster position set and vm ADS idle anim linked in anim.controller
9 Minutes Ago
Swapped out remaining world models on supplies and food market barges
11 Minutes Ago
Added Flashlight Remake World Models and LODS
38 Minutes Ago
renaming new medical syringe fbxs
42 Minutes Ago
Allow enable_marker_teleport convar to be set from the server
49 Minutes Ago
Fix "converting to lowercase" warning when opening mute player dialog
53 Minutes Ago
fixed floating mesh decal on ghostship C/D back gate
55 Minutes Ago
seaweed decal - removed decal layer 0 adjusted some materials to receive it on layer 1
58 Minutes Ago
re-set garage door workshop max texture res to 2048 (up from 1024)
1 Hour Ago
Smoother transition walking into the ship's bridge room
1 Hour Ago
Fixcars admin command now fuels up boat engines
1 Hour Ago
merge from main
1 Hour Ago
wip xmas ceilingpaper, updated wallpaperbase.sav file
1 Hour Ago
Wider collision gap around the ghost ship mast ladder spot
1 Hour Ago
Removed mesh from cannon gib that was not a gib and had no backfaces
2 Hours Ago
merge from Halloween_25_Update
2 Hours Ago
Fixed Halloween UI not display during event
4 Hours Ago
Fixed boat ladder pickup giving a regular ladder
4 Hours Ago
Merge from floating_cities
4 Hours Ago
Switched monument entities either to simple models or immortal, non-pickupable versions of the entity (Affects connected speakers, boom boxes, beach table and beach chairs) S2P floating city 1, 2, 3
4 Hours Ago
Merge from parent
4 Hours Ago
Converted chicken coop chickens to move in local space, fixes them floating into outer space when deployed on a boat Also generated convex colliders for the hutch so we don't get non convex mesh errors when deploying on boats
5 Hours Ago
Merge from foliage_instancing_islands
6 Hours Ago
Clean up left over shader constants Remove unused foliage terrain cbuffer update functions
Today
Add support for a projectile to declare override projectiles based on a weapon Create prefab variants for standard/hv/incen rockets, they get spawned instead of regular rockets
Today
Add a small delay after the reload is finished before resuming active rocket handling to allow for a bit of latency
Today
Merge from parent
Today
Remove CPU height sampling option can't be supported with mesh terrains Do not invalidate cells when pushing a mesh terrain (only invalidate when nearest is changed) Update terrain cbuffer after switching terrain data
Today
Add support for showing rocket in left hand during reload
Today
WIP showing ammo on 3rd person model
Today
Setup SwapAmmo component on RPG vm
Today
floating city 4 prop pass
Today
Disable tutorial spawns on both possible deep sea sides
Today
More Terrainmeta switchover tweaks
Today
merge from deployguide_water_refraction
Today
deploy guide renders in refraction under translucent water
Today
Update: extract how we gather network group subscribers into a ISubscriberStrategy - implemented a DefaultSubscriberStrategy This CL doesn't have any logic change, it just reorganizes code so that we can start overwriting this(need it for spectating now and parallel processing in the future). Tests: 2p on craggy - saw the island entities spawn in as well as the players replicate
Better scientist mount position spawning code Compile fixes
Ensure boats have minimum: driver and turrets Then at least 1 other Then we coin flip each subsequent scientist
Today
merge from naval_update
Spawn rhibs facing towards the deep sea centre
Today
Bugfix: spectators now subscribe to spectatees via secondary group This prevents spectatee from being culled out by network grid onthe spectators end, leading to NREs. This is temporary solution, as it doesn't have the same network range as the primary group. Tests: spectating a palyer on craggy, then flew around till the island was no longer visible
Today
Fix typo
naval_update -> pt_boat_2
Today
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Today
Colour consistency fix.
Today
Tropical4 island.
Today
- Fix rendering issues due to various jobs executing for command indices that are no longer in use. - Fix broken debug draw when damage region bitscan job is active. - Split `surviving_command_counts` into `command_counts_after_culling` and `command_counts_after_reordering` for clarity. - Create a universal IsCallVisible() function instead of the mess we had before
Manifest Codegen
Today
merge from naval_update