200,872 Commits over 4,171 Days - 2.01cph!

5 Minutes Ago
Create getter and setter methods we can give to the weaver
11 Minutes Ago
Fixed rogue pixels in the bulb emissive texture
16 Minutes Ago
Update version.rc as well I forgot to press CTRL+S Update version.rc to fill more standard meta data Map compiler meta data Make prop water level changes actually work, and apply on clientside too Sign EXEs
15 Minutes Ago
String light bulbs are now combined together into a single mesh
17 Minutes Ago
Clean: mark with comments when each player cache is last updated Tests: none, trivial change
20 Minutes Ago
Make a public caller method to get around partial methods with access modifiers requiring an implementation
41 Minutes Ago
Pivot, lets do this the most cheaty way imaginable since I cant do two passes with source generator: CodeGen out some stub methods and emulate the SyncVar inside the EntityComponent Setup SyncComponent attribute so we can control it Wire up setting in a way that makes it believable to be a SyncVar
41 Minutes Ago
Update: remove CachedState.IsValid - it was misleading and unnecessary Reimplemented logic that used to rely it to instead rely on nullable values Tests: editor compiles
1 Hour Ago
Update: move CachedStates growth to ServerUpdateParallel - also using zeroed memory to have sensible defaults for users that haven't yet being processed Makes it clearer that they are in sync with playerCache Tests: none, trivial change
1 Hour Ago
prison update
1 Hour Ago
security prison progress
1 Hour Ago
Merge: from main Tests: editor compiles
1 Hour Ago
Set GPU instancing on materials
1 Hour Ago
Tweaked fairy light line mesh width to fix the weird line corners Removed some placeholder materials
1 Hour Ago
Enable Read/Write for nature assets
2 Hours Ago
merge from main
2 Hours Ago
codegen phrase checks
2 Hours Ago
updated the security spotlights lods
2 Hours Ago
Fix camera position not updating when recentering map view
2 Hours Ago
applied cinematic materials to ejector seat for merge
2 Hours Ago
Enabled GPU instancing on fairy light bulb material
2 Hours Ago
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2 Hours Ago
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3 Hours Ago
update from naval_update
3 Hours Ago
Setup ghost ships with simpler buoyancy, remove them from auto spawn for now.
3 Hours Ago
Upon first time opening map automatically centre on player
3 Hours Ago
Merge from main
3 Hours Ago
merge from main
3 Hours Ago
Added pilot suit in the general store hazmat category Updated pack description
3 Hours Ago
Merge: from main
4 Hours Ago
(Test) set all meshes isReadable=0
4 Hours Ago
Stop interaction toast clipping Setup button max sizes
4 Hours Ago
Optim: use cached pos to avoid transform access Tests: none, trivial change
4 Hours Ago
merge from main
4 Hours Ago
(Test) set all meshes isReadable=0
4 Hours Ago
Revert library setting
4 Hours Ago
Remove top level token debug
4 Hours Ago
Ensure map name is sanitised properly in streamermode
4 Hours Ago
Fixed the gizmos that display the environment volumes and fixed the bounds on capsule type spatial volumes
4 Hours Ago
Ensure session background isn't fully transparent
4 Hours Ago
scene2prefab millitary_tunnel_1 (no hlod)
4 Hours Ago
Fix scientists shooting before fully aligned to aim
4 Hours Ago
adjusted terrain ignore volume
4 Hours Ago
Subtract mesh and material changes
4 Hours Ago
Remove excess logs
4 Hours Ago
Add custom voicelines to heavy when surprised, and when player shoots their armor a lot, to hint at weakspot in the back and armored front
4 Hours Ago
Fix spacing issue with queue icon
4 Hours Ago
Fix server queues not detecting single person queues
5 Hours Ago
Dont adjust gamemode counts if you are on the wrong category
5 Hours Ago
Only delay heavy turning if surprised from behind, it looks odd pausing when the player is right in front