125,911 Commits over 4,171 Days - 1.26cph!

21 Minutes Ago
move colorpicker to separate assembly, refactor some jank third party code
20 Minutes Ago
Balancing forces like a fckn seesaw Target takes priority Avoidance is second unless its too close Wander forces as third
42 Minutes Ago
Fix chainsaw hit sounds not playing in first person
54 Minutes Ago
First pass on dynamic nav obstacles
1 Hour Ago
merge from naval_update -> deep_sea
1 Hour Ago
merge from main -> naval_update
1 Hour Ago
Merge from boat_building
1 Hour Ago
merge from lop_entity_spawn_time -> main
1 Hour Ago
Add `logentityspawntime` admin convar to print out spawn times on client - use `logentityspawntime_min` to control the minimum spawn times that are logged
1 Hour Ago
Fix accidental negative collider on sail post
1 Hour Ago
halloween floorpaper setup and wip textures
1 Hour Ago
Fix getting stuck in the wander state if we exit seek without reaching our target
1 Hour Ago
Make sure to not ignore non terrain colliders that aren’t oil rigs when generating the path
1 Hour Ago
Update: UI_Store - drop UI_StoreItemOverlayPage references - resaved prefab Doesn't help with reducing RAM pressure, but allows us to take the next step of dnyamically loaded/unloaded bundles. Tests: Went to Abyss page in Editor. Built standalone, took a memory snapshot from main menu - offending assets still there
1 Hour Ago
merge from main
1 Hour Ago
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2 Hours Ago
merge from fix_tags_levelurl -> main
2 Hours Ago
Merge from boat_building
2 Hours Ago
Merge from parent
2 Hours Ago
Include level url in server tags
2 Hours Ago
Prepare migration of entities currently having a navObstacleComponent
2 Hours Ago
Static versions of deployed/world model props, replaced in scene
2 Hours Ago
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2 Hours Ago
Plays the correct third person deploy sound
3 Hours Ago
unity tutorial update
3 Hours Ago
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3 Hours Ago
merge from naval_update/deep_sea
3 Hours Ago
Added IClientComponent to CullWhenInside so they never spawn on the server
3 Hours Ago
Set floating cities as non global broadcast for now so entering the deep sea doesn't take 2 working days We'll have an HLOD anyway
3 Hours Ago
floating city 2 layout update, connected most barges and piers together
3 Hours Ago
Update: FileSystemBackend.Load<T> - option to skip caching of loaded asset Using this to try to avoid caching of store assets Tests: opened and closed Abyss page a couple times with DB backend
3 Hours Ago
Harmonised plywood across scene, added another plywood variant
3 Hours Ago
Merge from parent
3 Hours Ago
Compile fix
3 Hours Ago
merge naval_update to cannon_code
3 Hours Ago
fix Adobe Building Skin token
3 Hours Ago
Fix mouse aiming with the cannon
3 Hours Ago
Give new state in player anim controller an empty clip with a better name, makes it easier to override per override controller
3 Hours Ago
decal_birdcraplarge added
3 Hours Ago
Reduce placement height of hull pieces so you can exit the water onto them.
3 Hours Ago
Clean: reorganize UI_Store.CloseStoreOverlayPage - added a todo to revisit Tests: none, trivial change