138,391 Commits over 4,324 Days - 1.33cph!

11 Minutes Ago
storage boxes prefab adjustments, disabled LOD3 shadows, cleaned up unused overrides
16 Minutes Ago
Merge: from spectate_stay_after_dc - Update: when spectating a player that disconnects, the client starts orbiting their last position. Third-Person is the only valid camera mode in that situation Tests: spectated a player that disconnected - was able to look around.
16 Minutes Ago
Fix throttle hand interactions on RHIB These were working originally but after as many small changes they ended up being forgotten
21 Minutes Ago
Merge: from main
30 Minutes Ago
Update: client now hovers last spectated player's position in third-person mode when spectated player disconnects/gets nuked Tests: spectated player that disconnected - started orbiting. spectated as only player on server - orbiting original position (as before)
46 Minutes Ago
freshwater_fix
47 Minutes Ago
Revert to a better cs: #144447
48 Minutes Ago
added ddraw to playerboat.lookatdragbyangle command
49 Minutes Ago
freshwater_fix -> main
49 Minutes Ago
Revert proc map to #142609
1 Hour Ago
Update: when spectated player disconnects, stay spectating above their player Don't like how the logic is tied to the player/sleeper, need to improve on the clientside Tests: spectated player, then that player disconnected - stayed in an area
1 Hour Ago
merge from collider_cleanup_feb_26
1 Hour Ago
Fix GroundWatch not working for large battery, splitter, volcano fireworks (recent regressions) and fishtrap (old issue) New deployable test for the root cause, there has to be at least one collider on a layer visible to GroundWatch, otherwise it never gets notified
1 Hour Ago
server_browser_obfuscation_fix -> main
1 Hour Ago
Dont obfuscate ping assmembly
1 Hour Ago
Ordering changes
1 Hour Ago
merge from deepsea_fixes
1 Hour Ago
Set deep sea buoy flares LOD to dynamic so their distances are respected (LODGrid stops refreshing statics after >500m) Fixed DistanceFlareLOD not refreshing on enable/disable, and fixed the broken fading
2 Hours Ago
merge from junkpile_water_clip_fix
2 Hours Ago
realmed removed rigidbody component from junkpile_water_(a/b/c) prefabs
2 Hours Ago
merge from main
3 Hours Ago
merge from main
3 Hours Ago
ammo box - fix lod assignment in art prefab, disabled shadows for lod3
3 Hours Ago
wood box - unlinking prefab as variant of original box prefab
3 Hours Ago
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4 Hours Ago
comps box gibs and corpse
5 Hours Ago
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5 Hours Ago
merge from main
5 Hours Ago
Automated find prefabs with standard shader and disable object motion vectors. Add command to print meshrenderers with motion vectors on in scene.
Today
Merge from baked_mesh_optim
Today
Apply proper bounds, fixes terrain rendering
Today
Merge from main
Today
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Today
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main -> sendmodelstate_optim
playerboat_deployable_snapping -> main
Dont use root - was grabbing the boats rotation
Snapping now works as well on boats as it does on land. Boat snapping has slight spacing between it when compared to land spacing, this is to accomodate the up and down motion of the waves
Today
Merge from main
Today
- TerrainHoles support - Add compute blit when using R16 format - Only create R16 map when enabled - Change low res heightmap to use full uint16 range - Initialise groupthread min and max at texture bounds to fix border values
Today
Revert to version of NMS scene from 140572 (with broken rock references) Reapply no respawn zone Fixes NMS not spawning
Project y directions rather than assuming y = 0
Today
Merge from static_bbs
Today
S2P islands
Today
Reduced magnet force Only apply magnet force on one boat at a time, the closest
Turn other instances of Vector3.up into ent up
Today
Static boat stations won't pull in anchored boats
Today
Merge from main
Very basics to setup deployable snapping on player boats. Still hard to do anything in large waves