130,415 Commits over 4,201 Days - 1.29cph!

24 Minutes Ago
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28 Minutes Ago
Correctly estimate the right prediction time (wasn't taking timeline difference into consideration)
31 Minutes Ago
Updated material Tactical Gloves
31 Minutes Ago
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46 Minutes Ago
Enable arms on both turret seats
50 Minutes Ago
fix dictionary duplicate entry
57 Minutes Ago
Adding birthday cake hat rig
1 Hour Ago
Merge: from server_occlusion_poppin - Reduce player poppin by making occlusion grid generation more conservative - Bumped occlusion version, will cause regeneration on next server boot Tests: visualized in editor, ran previously failed queries
1 Hour Ago
Fixed more issues with shadow biases in the RRP shaders
1 Hour Ago
Update: ServerOcclusion - only block occlusion cell if it's fully under terrain - bumped occlusion file version Previously we considered it was blocked if one of sample points was in terrain. This allows more occlusion queries to pass, which should reduce poppin. Tests: visualized new grid, ran previously failing query - they now pass
1 Hour Ago
PlayerBoat uses HasDriver to check AnyMounted, corrects flipped behaviour not running
1 Hour Ago
Balaclava repose/lods
1 Hour Ago
merge from anchored_boat_mass
1 Hour Ago
increase boat mass to arbitrarily high value when anchored, won't be pushed arround much but maintains buoyancy behaviour as it's acceleration based
1 Hour Ago
fix display scaling and random rotation, assign a bunch of item category overrides
1 Hour Ago
footer buttons on sorting
1 Hour Ago
Final optimisation on floating walkway pieces
1 Hour Ago
Scientists normals fix
2 Hours Ago
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2 Hours Ago
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2 Hours Ago
Flare animation updates
3 Hours Ago
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3 Hours Ago
fixed static tarp materials having wind enabled
3 Hours Ago
material simplifications on temperate_portacabin_building_300_600
3 Hours Ago
Merge from naval_update
3 Hours 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
3 Hours Ago
farm kiosk adjusted proxy for less shadow acne fixed floating light posts in FC3 +S2P
3 Hours Ago
fixed materials being inconcistent on Ocean Buoy Static, creating popping when LODing
4 Hours Ago
shadow proxy mesh for smallOceanWreckBuoy
4 Hours 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.
4 Hours Ago
made ProceduralMapEmpty more empty
4 Hours Ago
merge from main
4 Hours Ago
Fixed checkout result page cover images using texture instead of sprite, causing atlassing issues
4 Hours Ago
merge from rpg_storepage
4 Hours Ago
merge from deepsea_terraintexturing_leak
4 Hours Ago
properly destroying leaked deepsea shorevector / coarseheight / waterheight textures when re-generating
4 Hours Ago
Updated RPG store video
4 Hours Ago
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)
4 Hours Ago
RPG steam icon
4 Hours Ago
Fixed RPG store page using the wrong atlas
4 Hours Ago
HeavyPlatePants repose/lods
4 Hours Ago
HeavyPlateJacket repose/lods
5 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
5 Hours Ago
merge from engine_improved_fuel_access
5 Hours Ago
More optimisation and geo reduction to floating walkway kit pieces (ongoing WIP)
5 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
6 Hours Ago
merge from floating cities
6 Hours Ago
merge from naval update
6 Hours Ago
Fixed mission giver NPC position in FC3 and 4 S2P all FCs
6 Hours Ago
Merge from parent