132,334 Commits over 4,232 Days - 1.30cph!

5 Minutes Ago
merge from deep_sea
5 Minutes Ago
BallistaGun cleanup
6 Minutes Ago
Fixed not being able to place deployable bypassing build permission on boats you're aren't authed on, in the deep sea (ladders)
15 Minutes Ago
Optmizied remaining improvised walkway colliders
16 Minutes Ago
merge from deep_sea
17 Minutes Ago
Removed all the wallpaper sockets from boat building blocks
22 Minutes Ago
merge from naval_update
23 Minutes Ago
auth_radius and deauth_radius commands work with player boats
25 Minutes Ago
Optimized improvised walkway colliders
53 Minutes Ago
radtown crates birthday balloons setup
59 Minutes Ago
Setup Smoke Grenade and Supply Signal Remake Folders Added Smoke Grenade and Supply Signal Remake Textures, Viewmodel, Worldmodel Setup Smoke Grenade and Supply Signal Remake Materials
59 Minutes Ago
Send update immediately for cooldown.
1 Hour Ago
wip wheel fixes
1 Hour Ago
updated skins list
1 Hour Ago
merge from main
1 Hour Ago
merge from main
1 Hour Ago
Updating small engine rig with combined mesh
2 Hours Ago
edited lr300 space vm anims and exported 3p reload/deploy anims and linked to new lr300 holdtype controller
2 Hours Ago
updating single 50cal clips and emtpy ammo pose
3 Hours Ago
Update attack animations on front 50cal
3 Hours Ago
expanded floating cities shore vectors
3 Hours Ago
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3 Hours Ago
fixed some trims on triangle up mesh fixed triangle roof prefab cull distance re-applied roof conditional fix slimmer half wall killed the beautiful window frame depth for embrasures
5 Hours Ago
Merge from parent
6 Hours Ago
Replace range_terrain_mound_a (negative scale) with range_terrain_mound_b and adjust position.
Today
* Fix lights at monuments always visually on * Fix levers not animating properly
Today
Possibly fixed scaling of island map markers in deep sea Fixed markers not working properly after a server restart
Today
Add a check for cannon update parameters errors if the playable graph isn't ready.
- Swapped server IsReload toggle over to a coroutine -- Invoke Handler was waiting double the time on the serverside
Today
Don't parent locked crate map markers to ghost ships, fixes them appearing at 0,0,0 when the local player isn't in the deep sea
Remove unused threshold
- Try moving everything over to update (on the lerping side) - Server sends an aim packet everytime it receives an input rather than checking difference before sending
Today
tentative cannon reload sounds (still some weirdness with an animation event firing when it shouldn't be) cannon fuse sound
naval_update -> turret_fixes
Missed compile fix
- Compile errors - Reduced rear screenshake
Today
merge from naval_update
Today
Fixed client/server serialized field mismatch in SteeringWheel and TreeManager
Today
merge from main
Today
merge from field_mismatch_fix
Today
Fixed CLIENT only serialized field in UI_Store
Today
Fixed blank picture frame in casino not culling at all Fixed parasol on casino deck not culling at all
Add screenshake to the front and rear turret so they don't feel lifeless
Today
Fixed SERVER only serialized field in BaseCombatEntity
Today
merge from main/naval_update
Today
merge from naval_update/deep_sea
Today
merge from deep_sea
Today
Merge from parent Had conflicts on all city scenes and casino barge prefab, seemed to resolve automatically
Restored the rotate to zero before reloading