134,592 Commits over 4,293 Days - 1.31cph!

6 Minutes Ago
rigged wallpaper and intial setup. Need martyn to look at
19 Minutes Ago
Fixed buoy material reverting to green because of RendererLOD, switched to MPB too
28 Minutes Ago
set up steam items for scientist and heavy scientist plushies, fixed invisible world model and wrong collision on heavy scientist plushie, fixed missing world model outline on scientist plushie, fixed repair and pickup references on both
34 Minutes Ago
Moved boat shop vendor up in FC3 to fix leg clipping. Ran S2P.
54 Minutes Ago
Increased deep sea buoy flare LOD distance
1 Hour Ago
Fix a couple of bugs with boat health after loading
1 Hour Ago
Last deep sea wipe alarm now loops
1 Hour Ago
Added detail normal wrinkles to paintable canvas mat, changed lodgroup to rendererlods on frameless canvas prefabs
1 Hour Ago
Fix respawn position issue when boats are saved during dying
1 Hour Ago
Increased deep sea exit portal map marker size
1 Hour Ago
set frame textures to 2k
1 Hour Ago
Portal buoy lights change depending on deep sea state
2 Hours Ago
Merge from boat_inside_test
3 Hours Ago
merge from main
3 Hours Ago
merge from naval_update
3 Hours Ago
Set the new ramp colliders to wood material
5 Hours Ago
merge from ScientistPlushie
5 Hours Ago
merge from HeavyScientistPlushie
6 Hours Ago
Fix foliage placement orientation on rotated islands
Today
Merge from naval_update
Today
More accurate shootable collision on small ramp
Today
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Today
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Today
Merge from naval_update
Today
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Today
Merge from main
Today
Merge from sprinkler_vis_refactor
Today
SceneToPrefabTag can now be used on LOD components that are are part of a CuillingVolume to ensure they are part of the final generated HLOD mesh Fixed an order of execution issue with CullingVolumes and LODMasterMesh when an entity with these components was spawned as part of map load (likely only an editor only issue), resulting in LODComponents getting toggled before they are initialised, which would cause the LOD to fall back to default bounds and consider itself small Fixed a couple of curtain prefabs in the casino that were broken The exterior curtain now appears in the HLOD mesh S2P all floating cities
Today
Add profiling marker to terrain render
Today
merge from main
Today
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Today
merge from naval_update
Today
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Today
Reworked DeepSea buoys to adhere to Flavien's different states. Made them long distance visible.
Today
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Move development build logs into a convar instead (to give us more control of when we want to print) Codegen
Today
Shutter Frames WIP
Today
More potential crash fixes to do with model flexes Scale JIGGLE_IS_BOING jiggle bones with bone scale
Today
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Today
merge from naval_update/deep_sea
Today
merge from naval_update
Today
Removed unused sprite added by error
Today
- tweaked holster position - tweaked lod group settings - removed uneeded worldmodel prefab
Today
- entity setup - created correctly set up worldmodel prefab (current being used is set up to use batch rendering with meshes that exceed the limit to batch) - set .item to use new worldmdodel prefab
Today
merge from fix_puzzle_reset_underground -> main
Today
Paintable Reactive Target - Initial folder structure, added model with LODs and textures
Today
Removed prevent building volume from deep sea portals, not necessary
Today
more prefab and setup updates, re-exported anims at origin, removed prefab offsets
Today
Raise min height of airfield radiation puzzle Shrink size of airfield puzzle reset from 35m -> 28m S2P
Today
Shifted arctic research base AI wake zone up by 15m, which shifts the puzzle reset & radiation height upwards S2P