128,742 Commits over 4,201 Days - 1.28cph!

Just Now
Fix cannonballs hiding the rpg prefab until they were moving rather than their own visuals. wtf
3 Minutes Ago
Add projectile info for cannonballs
14 Minutes Ago
iterations on the plank audio files
18 Minutes Ago
Added warhammer store page prefabs, using placeholder assets for now Added a scroll view to the store DLC page
29 Minutes Ago
RPG7 - adjusted weapon position on wild west DLC racks
36 Minutes Ago
texture import setting tweaks to xmas floor and ceilingpapers
36 Minutes Ago
RPG7 - weapon rack peg adjustment to fix clipping
41 Minutes Ago
RPG7 - world model collider and weapon rack adjustments
50 Minutes Ago
added gibs for the boat building platform and correct referenced them in .deployed prefab. fixed shading issues on platform
1 Hour Ago
structure to query drag by angle from flattened pre-baked data (dummy data for testing)
1 Hour Ago
edited vm rpg skin anims
1 Hour Ago
Merge from boat_building
1 Hour Ago
Fix steering wheel/mailbox issue (properly this time?)
1 Hour Ago
enabled texture streaming (mips) on halloween wallpaper textures
1 Hour Ago
Merge from parent again
2 Hours Ago
moved rotation guides on wallpaper guides to the top so they're visible with new guide shader
2 Hours Ago
merge from Project_Hammer
2 Hours Ago
Fixed NRE on boot caused by chicken coops
2 Hours Ago
artist pack branch
2 Hours Ago
Buildfix: add missing CLIENT guards Tests: build all configs locally
2 Hours Ago
Revert rotations on guide mesh now that the animation is fixed
3 Hours Ago
updated anchor.deployed to now properly reference anchor gibs
3 Hours Ago
wip xmas ceilingpaper
3 Hours Ago
Fix steering wheel id
3 Hours Ago
anim update based on feedback
3 Hours Ago
3 Hours Ago
Merge from parent
3 Hours Ago
Merge from boat_building
3 Hours Ago
Merge from steering_wheels_fix
3 Hours Ago
merge from main
3 Hours Ago
Merge: from analytics_queue_rewrite - New analytics uploading backend, disabled by default (analytics.usev2) - New debug vars - analytics.log and analytics.dryrun Tests: unit tests, used both old and new analytics backends and monitored logs
3 Hours Ago
Sail gibs
3 Hours Ago
Updating small ramp rig skinning
4 Hours Ago
disabling shadow casting on late LODs of casino CH47
4 Hours Ago
boat small ramp anims exported at origin
4 Hours Ago
disabled shadow casting on barges LOD1 and up, same for security tower as its shadows are barely visible after first cascade
4 Hours Ago
Merge from parent
4 Hours Ago
Increase grass distance max clamp
Today
Add overrides for the last few LODs in the interior of the ghost ship so they cull correctly Mark a bunch of LOD materials on the ghost ships as GPU instanced for better batching Mark some lower LODs as not shadow casting
Today
Added deep sea "biome" for: - Color grading - MaterialConfig This works different than other biomes: - The deep sea "biome" is never blended with other biomes, as it's a separate instance - This is helpful, since the terrain biome map only has 4 channels (+ the absence of any of the channels, which is jungle) - Code has already been added for special handling of the deep sea for weather and some shaders, both of which have different logic than just blending in another biome - Best way to picture the deep sea "biome" is as a "biome layer" that toggles to an entirely different set of weather and terrain / ocean configs, as set up by Jake, Petur and Brian - It still needs to show up in some systems that allow for customization per biome, like color grading and MaterialSetup, possibly others (tbd) - The deep sea biome is not patched into the shader code, since we never lerp between it and the other biomes (avoiding the additional overhead for our already-complex shaders) - Since the deep sea uses an entirely separate terrain and water config, neither of those systems need to blend the deep sea with the other biomes either - The deep sea terrains can use entirely custom splats (currently using 2 distinct sand splats) - Technically deep sea terrain could use their own 5 biome layers which could be entirely different from the ones of the main terrain (hence the "biome layer" analogy) Shelved all the shader code since I originally implemented all of it as I did for jungle before I realized it's all bullshit for this
Today
Don't generate navmesh on deep sea islands if AI.move is false, will generate it if set to true afterwards like other AI spawners
Today
NRE fix for wiping islands without FoliageGrid initialized
Today
Today
Merge from deep_sea
Today
Enable fog of war in the deep sea in non hardcore modes Accidentally fixed a bunch of map functionality in the deep sea in the process - player location, vending machines now work In hardcore mode the deep sea map is entirely disabled Fog is reset when the deep sea wipes Fixed hardcore not working on craggy
Today
Fix not being subscribed to deep sea network group, switch from using center of network grid bounds to using the layer
scientist_boat_ai -> naval_update
If a boat is sinking dont keep trying to apply corrective forces. These forces have always been applied - without it boat sinking looks really cool