130,397 Commits over 4,201 Days - 1.29cph!

13 Minutes Ago
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16 Minutes Ago
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17 Minutes Ago
Flare animation updates
32 Minutes Ago
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43 Minutes Ago
fixed static tarp materials having wind enabled
50 Minutes Ago
material simplifications on temperate_portacabin_building_300_600
51 Minutes Ago
Merge from naval_update
53 Minutes Ago
- Fix deep sea map marker jitter - Clicking a mission in map view now centers on the deep sea marker if next objective is in the deep sea
1 Hour Ago
farm kiosk adjusted proxy for less shadow acne fixed floating light posts in FC3 +S2P
1 Hour Ago
fixed materials being inconcistent on Ocean Buoy Static, creating popping when LODing
1 Hour Ago
shadow proxy mesh for smallOceanWreckBuoy
1 Hour Ago
converted dilapidated elevator to use point lights with cookies instead of a shadow casting spotlight. Being in the middle of the casino it cannot be afforded, shadow cost too high with the light range it needed too look good.
1 Hour Ago
made ProceduralMapEmpty more empty
1 Hour Ago
merge from main
1 Hour Ago
Fixed checkout result page cover images using texture instead of sprite, causing atlassing issues
1 Hour Ago
merge from rpg_storepage
2 Hours Ago
merge from deepsea_terraintexturing_leak
2 Hours Ago
properly destroying leaked deepsea shorevector / coarseheight / waterheight textures when re-generating
2 Hours Ago
Updated RPG store video
2 Hours Ago
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)
2 Hours Ago
RPG steam icon
2 Hours Ago
Fixed RPG store page using the wrong atlas
2 Hours Ago
HeavyPlatePants repose/lods
2 Hours Ago
HeavyPlateJacket repose/lods
3 Hours Ago
small engine fuel always accessible from pie menu, proxy func changes the order if you're looking at the fuel access collider to prioritize it
3 Hours Ago
merge from engine_improved_fuel_access
3 Hours Ago
More optimisation and geo reduction to floating walkway kit pieces (ongoing WIP)
3 Hours Ago
halved shore vector generation time in editor with batched water depth queries (250ms off the time to get into playmode) - we should jobify the DistanceField stuff as well, but this is a quicker win
3 Hours Ago
merge from floating cities
3 Hours Ago
merge from naval update
3 Hours Ago
Fixed mission giver NPC position in FC3 and 4 S2P all FCs
4 Hours Ago
Merge from parent
4 Hours Ago
fixed paddling pool static and its water plane not culling adjustments to culling distances of following static entities art: boombox, blackjack table, bandit sentry (also uses single drawcall AK47 now instead of 4 mats world model), recycler, slot machine, spinner big wheel, playing card tables ridiculous spinner wheel dropbox drawing distances fixed arcade machine static, bunch of optims
4 Hours Ago
Merging main to main/fpbuild_jenkins
4 Hours Ago
Updating flare rig joints
4 Hours Ago
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4 Hours Ago
FC barge 3600/4200 shadow proxies
5 Hours Ago
disabled shadow casting on some outliers from floating walkways set prefabs
5 Hours Ago
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Today
Merge from main_merge_31_oct_try_again
Today
Delete duplicate DDrawCommand file CopyPaste updates Reapply junkpile water changes
Today
Fixed wonky 3P chainsaw orientation.
Today
Merge from shiplighting
Today
Merge from foliage_instancing
Today
Merge from (parent) naval_update.
Today
Added lighting to the 4 variants with bespoke tweaks.
Today
Spotlight.on.cool flare tweak.
Today
Merge from main (attempt 2, same as last time but kept destination changes on copypaste)
Today
Merge from main (deeply cursed merge) Manual changes in: GameManifest-Generate.cs CopyPaste.cs BaseNetworkable.cs BaseEntity.server.cs - could not merge at all, ran text merge GeneralEditorPrefProvider.cs - could not merge at all, ran text merge GameUI.Hud.Map.prefab - kept source changes, will need to redo naval map changes JunkpileWater.cs - complete nightmare, kept source changes and will redo naval changes
Today
Merge from foliage_swap