126,949 Commits over 4,171 Days - 1.27cph!

7 Minutes Ago
Implement cannon reloading animations
10 Minutes Ago
Implement animation handles for code driven player model animations, basically the same as one shots but with a way to control them after they get added to the mixer.
14 Minutes Ago
added thumb bolt pullback anim to hc revolver shoot anims
16 Minutes Ago
Floating city S2P, fixes a OOB error with static water catcher
29 Minutes Ago
Merge from naval_missions
29 Minutes Ago
Fix compile error
38 Minutes Ago
Add mission to hunt deep sea RHIB scientists, given to placeholder floating city mission provider
47 Minutes Ago
Fix all of the weird rotation issues
49 Minutes Ago
Swap to quaternions - getting gimbal lock already
53 Minutes Ago
Stop the turret from flipping the equipped weapon
1 Hour Ago
updates to apple visuals and mat settings on model
1 Hour Ago
Green hazmat model, wip mats/textures
2 Hours Ago
merge from boat_stability
2 Hours Ago
compile fix
2 Hours Ago
updated jungle storage horizontal barrel collision and volumes to be consisten with the other horizontal barrels
2 Hours Ago
merge from retrotc_lod_distancefix
2 Hours Ago
merge from marker_teleport_reset_fix
2 Hours Ago
mereg from boat_stability
2 Hours Ago
merge from bed_icon_fix
2 Hours Ago
use the same buoyancy sleeping behaviour as tugboat
2 Hours Ago
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2 Hours Ago
merge from meta_shift
2 Hours Ago
merge from mesh-guide-shader-improvements
2 Hours Ago
Using Syncvars - raw move the turret to be pointing the intended directin of the user
2 Hours Ago
merge from main
2 Hours Ago
merge from deployguidecolourtweaks
2 Hours Ago
client guards
3 Hours Ago
tweaked neutral guide colours to be more orange
3 Hours Ago
reduce anti-beaching accel
3 Hours Ago
- Adds additional mission from Lumberjack to pay a visit to a floating city - Update Lumberjack to support dispensing more mission types - Update Lumberjack dialogue tree, slightly better responses for having recently completed missions and having no missions available - Add temp new NPC on floating city for new missions - Update mission list dialogue tree node to support having different dialogue depending on the selected mission - Add option for kills from team members counting towards kill entity type mission objectives (does not affect existing missions)
3 Hours Ago
blunderbus 3p aim attack anim clip edited
3 Hours Ago
tweaking light int and radius, killing shadows
3 Hours Ago
Eoka anim updates
3 Hours Ago
assorted small fixes: - fix workshop weather spamming log - fix gun information header padding - fix "GUID is empty" error in workshop
3 Hours Ago
merge from deployguidecolourtweaks
3 Hours Ago
checking in floating city 2
3 Hours Ago
initial lighting pass on security prison barge
3 Hours Ago
Merge: from main
3 Hours Ago
added prop render script and aligned to old bed icon, re-rendered icon
3 Hours Ago
Forgot to hook LOD3 up in prerfab whoops
3 Hours Ago
LOD3s for casino elevator
4 Hours Ago
Rebase on /main (save 271)
4 Hours Ago
Move auth code to PlayerBoat.Auth partial
4 Hours Ago
Update: don't build UI bundle for server bundles Tests: none, trivial change
4 Hours Ago
Clean: get rid of StoreTakeover internal warmup count It never goes past 1 since we fixed open order of store Tests: stuck an assert and validated poked at different menus
4 Hours Ago
deploy guide asset colour and emissive tweaks
4 Hours Ago
4 Hours Ago
entity, hold type and animation updates for a selection of tool updates
4 Hours Ago
initial lighting pass on medical barge
4 Hours Ago
Fixed incorrect Go Fish mission desc "Fish for 5" -> "Fish for 3"