126,368 Commits over 4,171 Days - 1.26cph!

10 Minutes Ago
Bunch of parenting fixes. Disable triggers in edit mode. Cache once.
24 Minutes Ago
reduced opacity of chainsaw additive rumble animation
36 Minutes Ago
merge from main -> modding_ddraw_perms
39 Minutes Ago
Proper model for improvised_walkway_roof_tarp_300x600_a
40 Minutes Ago
Merge: from storetakeover_icons - Converts more store logic to use dynamic bundles, reducing ram usage Tests: took memory snapshot in stnadalone build for Store and Home pages
41 Minutes Ago
rpg incendiary ammunition model with lods, textures, material
43 Minutes Ago
merge from crosshair_customization
45 Minutes Ago
Make the code in the export popup selectable
1 Hour Ago
Bugfix: UI_Store - preserve which tab was opened when UI_Store is closed Tests: navigated to and away from store in Editor
1 Hour Ago
setting up minicrossbow 3p anims
1 Hour Ago
Fix colourpicker enable bug, fix texture clear button
1 Hour Ago
Clean: remove TODO that turned out unnecessary Tests: none, trivial change
1 Hour Ago
Update: UI_StoreItemGrid - allow grid to initialize it's tiles multiple times in a row Tests: clicked between various tabs on the store in editor with bundle backend
1 Hour Ago
Update: UI_StoreTakeover - Do not instantiate textures when loading from dynamic bundle Lets us avoid destroy calls, since dynamic bundle unloading destroys things automatically Tests: navigated to the store page in editor with bundle backend
1 Hour Ago
Bugfix: ensure dynamic bundle tracks subscriber count accurately This was causing the bundle to not unload in the updated flow Tests: navigated to store in editor with bundle backend
1 Hour Ago
wip floorpaper
1 Hour Ago
Logo update for charity plushie 02
1 Hour Ago
manifest
1 Hour Ago
Finally! Working 360 degree avoidance (sixth attempt at avoidance, seems to be the final version!) Stop NPCs on the boat from being targetted as enemies (boat would drive around in circles trying to get close to a passenger) Fix Y values screwing up our targetting vector logic Obstacle system was transforming direction when it didnt need to
2 Hours Ago
merge from main
2 Hours Ago
Fix loading code not assigning navmesh wrapper to the ptr after creating it, fix null tiles not being handled properly
2 Hours Ago
supplied collision mesh for triangle hull block, updated prefab collision scripts
2 Hours Ago
Implemented code review feedback, including - Swap cancel & action button positions - Put Crosshair settings above Interaction in the UI settings - Fix code being uppercased in the text field when exporting - Various smaller cleanup bits
2 Hours Ago
merge cherry_pick_iteration_speed to main
2 Hours Ago
Cherry pick interation speed prefs
3 Hours Ago
merge from meta_shit/loot
3 Hours Ago
updated powerplant BP fragment spanw location, no longer dorps to floor s2p
3 Hours Ago
Restored cargo ship deep sea avoidance following main merge
3 Hours Ago
merge from naval_update/deep_sea
3 Hours Ago
merge from naval_update
3 Hours Ago
Obfuscation changes recommended by Rohan
3 Hours Ago
Load balanced the deep sea spawning so it doesnt slow down the server
3 Hours Ago
merge iteration_time_improvements to naval_update
3 Hours Ago
Disable deep sea in playground
3 Hours Ago
Add settings on Editor Preferences to speed up entering playmode
3 Hours Ago
BBS fix
3 Hours Ago
Fixed blunders in deep sea commands
3 Hours Ago
Ensure a full 360 degrees of directions are generated
3 Hours Ago
Add proper support for reversing - use the dot product to determine when behind Fix a bunch of incorrect vector space translations More debugging
3 Hours Ago
merge from ui_animators_optims
3 Hours Ago
Removed death screen animator optims, its causing issues and it doesnt have any significant impact
4 Hours Ago
merge from main
4 Hours Ago
Mannequin Mat
4 Hours Ago
Added mannequin Male and Female
4 Hours Ago
merge from naval_update
4 Hours Ago
merge from main
4 Hours Ago
Fixed medical bay props to reduce LOD distances and assign to world layer. Minor set dressing tweaks in food market barge, and recolouring dirt piles to match barge surface
4 Hours Ago
Missing faces fixed on lobster trap LOD1. Fixed some zfighting and missing internal faces on top food market structure.
5 Hours Ago
Merge from main
5 Hours Ago
Merge from material_reserialization_tool