127,486 Commits over 4,201 Days - 1.26cph!

Just Now
Improvements to dialogue graph speech nodes, they now look nicer FIx for recent change to LocalizationTokenDrawer, label text should now being displayed correctly
17 Minutes Ago
Hacky single scene item render test. Will tidy it all up if it works.
24 Minutes Ago
invert assert condition
37 Minutes Ago
Canon animation pose updates to match ballista pose
39 Minutes Ago
Ramp, lods and gibs and textures
40 Minutes Ago
Updating 50 cal rig pivot points
48 Minutes Ago
replaced debug line with asserts
58 Minutes Ago
merge from deep sea
60 Minutes Ago
Merge from naval_update
1 Hour Ago
Added plushies to the scene
1 Hour Ago
Merge from naval_update/floating_cities
1 Hour Ago
Reapply placeholder mission things to floating city, applied to Casino Barge prefab Run S2P
1 Hour Ago
merge from main
1 Hour Ago
Merge from main
1 Hour Ago
supplies barge culling volumes for props
1 Hour Ago
Anim updates and inital set up for blow pipe, boomerang and compass
2 Hours Ago
fixed tarp material override order on security tower tarps
2 Hours Ago
med bay barge culling volumes for props
2 Hours Ago
removed unused scripts on hanging tarp prefabs
3 Hours Ago
codegen for nightlight
3 Hours Ago
merge from charityplushies_skinviewer
4 Hours Ago
Fixed spray can reskin UI closing too early if the player was looking at a skinnable object above them Fixed spray can free spray clipping through some floor pieces on jungle foundations
5 Hours Ago
Add `batch_industrial_pipes` convar to toggle the behavior - still need to call `refresh_renderers` to refresh them after changing behavior
5 Hours Ago
Add support to override the max verticies per mesh for individual RendererBatch instead of changing global convar - increase from 1k -> 5k specifically for industrial pipes to capture more than the short stubby pipes - rest of the batching system stays the same - change original solution from adding RendererBatch at runtime to adding the RendererBatch to the PipeRenderer prefab and set it disabled since we can't set the override to 5000 before OnEnabled() is called - this causes every single prefab to be reimported but is safer than cranking global convar
6 Hours Ago
Add industiral pipes to the batching system to reduce draw calls significantly when rendering industiral pipes
Today
Progress
Today
Topologies
Today
Fix textures that are resized to the nearest NPOT by Unity on import being incorrectly flagged as "compression disabled" by the texture analyzer tool
Today
Fix pool used for Vis.Entities() in AddNearbyTurrets() not returned to pool
Today
cinematic_play will now fallback to the standard gestures if provided a gesture string that isn't in the cinematic list
Working rear turret. Aiming is still ugly Ensure roll values are removed by projecting our rotation onto fixed axes (not transform axes) Manifest
Today
merge from biome-fog-stencil-volumes
Today
merge from main
Today
merge from fix_console_flickering -> main
Today
Fix all the flickering in the windows console and all the pre-existing bugs - boils down to avoiding clearing text (by writing spaces) before writing the new characters, to prefering straight overwrite where possible - changed both status text and input text to only be updated when needed - that change created a bunch more bugs (not listed here for our sanity) and made below bugs stand out more - fix multi-line log messages cutting off when reaching the bottom of the buffer - fixed the cursor bouncing around as you are typing commands
Today
merge from naval_update/deep_sea
Today
Re-applied 132706 after merge
Today
merge from naval_update
Today
Deep sea generation tweaks and improvements
Add correct components to rear turret Standing mounted turret seat setup
Mounted Turret Seat now supports multiple turrets on the same vehicle Initial rear turret setup
Today
Merge from deep_sea
Today
shield improvements
Today
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Today
merge from main
Setup right entities Setup prefab variants