129,335 Commits over 4,201 Days - 1.28cph!

4 Minutes Ago
Increased player search range of PT Boat and RHIB PTBoat has much higher range. This means that a PT Boat will be most likely find a target and inform the group Its in the players best interest to kill the PT Boats, preventing groups from coming at them
7 Minutes Ago
scientist_boats_gameplay_2 -> naval_update
8 Minutes Ago
Made RHIB scientists way less tanky
11 Minutes Ago
Merge from boat_building
12 Minutes Ago
Merge from parent
12 Minutes Ago
Destroy all windows and doors when a boat is destroyed and starts to sink
16 Minutes Ago
Fix SetGesture() not working right with the new playables system. After recreating the playables graph animation controller we need to wait a full frame to allow the animator to be properly relinked. We can then apply weights as normal. Sleeping gestures etc were being ignored before: should now be back to normal
21 Minutes Ago
merge from fix_team_chat_carryover -> main
22 Minutes Ago
potential fix for staying in team chat after switching servers
54 Minutes Ago
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56 Minutes Ago
Also show block health if damaged or player is holding hammer
1 Hour Ago
disable biome fog when in deep sea
1 Hour Ago
remove redundant SprayFailReason.MountedBlocked debug log
1 Hour Ago
Force animator warmup to wait a frame for playables to intiialise first. This prevents calls to animator.Update() without a frame buffer in the middle
1 Hour Ago
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6 Hours Ago
Fixed some DoD materials * Fixed excessive reflections on that one map, fixed footstep sounds mostly, fixed that one missing texture on that one prop Fixed some unlocalized strings in spawnmenu DBinder improvements * Added localization (NONE, PRESS A KEY), added a tooltip that explains its usage (right click to clear), added ability to middle click to reset to default, just like sliders. Added ability to randomize/clear only one category in Faceposer
2 Hours Ago
scientist_boats_gameplay_2 -> naval_update
2 Hours Ago
compile fixes
2 Hours Ago
Removed gibbable script from barricade stones in casino barge
2 Hours Ago
Re trigger animator to fix issues with mounting helis.
3 Hours Ago
merge from deployguide_swamp_brightness_fix
3 Hours Ago
fix deploy guide darkening when entering swamp
3 Hours Ago
Destroy graphs on disable and recreate them
3 Hours Ago
merge from naval_update
3 Hours Ago
Toned down the waves when crossing the portal as its client only
3 Hours Ago
Merge: from baseplayer_serverupdateparallel - Optimizes ServerOcclusion by reordering work and reducing number of pairs considered - Optimizes parallel snapshot send out by reducing Pool contention - General optims via reduced profiler instrumentation (new ServerProfiler.Core binaries) Tests: 2p session on craggy with teleporting around and various occlusion scenarios (invis, dead, normal occluded, in view)
4 Hours Ago
Merge: from main
4 Hours Ago
merge from naval_update/block_items_boats
4 Hours Ago
Setup playable graph for other players after animator warm up to fix crash during animator.update.
4 Hours Ago
Block all items not deployable on tugboats on player boats as well
4 Hours Ago
Wolf Headdress improved skinning
5 Hours Ago
Removed entity scripts from ocean_buoy_static since they didn't float anyway and should save some performance Scene2prefab
5 Hours Ago
Wolf Headdress updated
5 Hours Ago
Skinning fix for 50 cal front left
5 Hours Ago
Update: new ServerProfiler with more filters - Built on 276b03cf Excludes a bunch of BasePlayer, BaseEntity, BaseNetworkable light functions, Native calls to RakNet and EAC, StableCache iterators. Tests: booted in editor, took a snapshot of 10 frames
5 Hours Ago
Merged mannequin changes branch into floating cities
5 Hours Ago
Updating flare rig
5 Hours Ago
Material ID reduction on some floating walkway pieces
6 Hours Ago
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6 Hours Ago
Krieg shotgun viewmodel updates - Camera shake now matches pump - Added camere effect to ADS fire - Only plays the ADS fire if staying in that state - Blend/transition updates in the animator
6 Hours Ago
Added leg and feet separation to the mannequins
- Add ability to hide mission markers on map and compass per objective. Set this up for underwater labs mission, so compass marker disappears whilst within the vicinity of the lab. Marker stays visible on map to indicate the general mission area - Modify mission location to belong to each objective rather than a single mission location belonging to the mission instance to enable having more than one marker for a mission active at once (not fully setup yet) - Add some client equivalent methods on missions for Think and OnObjectiveStart. Did not end up using these but leaving them as could be useful - Separate out the methods for flagging missions protobuf data as dirty and saving that data. Saved a few instances where we were uneccessarily generating and sending data more than once in a server update cycle - Made ObjectiveStatus poolable and removed associated allocations - Fix kill entity mission objectives being incremented twice if kills from team members are enabled - Fix mission fail timer not using Unix time - Bump network protocol due to updated protobuf
Today
removed all the debug logs I forgot about
Today
added TriggerParentDelayedExit that defers Unparenting by small amount, allows bridging small gaps in parent volumes seemlessly without needing to find them algorithmically - replaced all TriggerParnet in BoatBuildingBlocks with this
Today
Enable repair for boat building station
Today
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Today
Merge from boat_building
Today
Merge from parent
Floating city 3 / replaced redundant entities / scene2prefab
Today
Remove dismount transforms from PlayerBoat prefab