141,357 Commits over 4,383 Days - 1.34cph!

4 Minutes Ago
update phrases - fix overfished message - waterflow message - lootinsafezone msg
18 Minutes Ago
Bleed fix.
21 Minutes Ago
More monument scene lighting fixes for updated assets.
1 Hour Ago
Merge from main
1 Hour Ago
exported latest bowless crossbow viewmodel anims
1 Hour Ago
Renamed neon sign textures to new conventions. Added open and closed cateogories in kiosk hierarchies in Kiosk A - F
1 Hour Ago
Scientist Santa restored in the santa sleigh
1 Hour Ago
Restore path highlighting
1 Hour Ago
Start making conversation for apartment vendor NPC
1 Hour Ago
Code gen
1 Hour Ago
merge from mortar
1 Hour Ago
Mortar anim updates
1 Hour Ago
Seperate upgrade path logic for prototype/regular
1 Hour Ago
Comitting some mitting metas
1 Hour Ago
More neon sign work - new art, LOD0s only so far, some texture adjustments
1 Hour Ago
More UI
1 Hour Ago
move "inventory full" toast behind the inventory UI, blocks too much
1 Hour Ago
replaced door meshes with door prefabs on kiosks
2 Hours Ago
Merge: from hascloseconnections_fix - Bugfix for BaseNetworkable.HasCloseConnections and GetCloseConnections mot seeing outside of small layer Tests: ran unit tests
2 Hours Ago
Bugfix: ensure players are detected on the border of the network cell - expanded unit tests to cover these cases Tests: ran unit tests
2 Hours Ago
update apartment_complex_monument/prototype
2 Hours Ago
Buncha fixes.
2 Hours Ago
Fix a test fixture convar
2 Hours Ago
apartment doors lods, collision and static prefabs
2 Hours Ago
Added render texture pooling for active light shadow map caching and added an option to the experimental menu section for toggling shadow caching
2 Hours Ago
More UI setup
2 Hours Ago
Merge: from main
2 Hours Ago
Bugfix: fix HasConnectionsClose & GetCloseConnections missing players in medium and large ranges - also add a unit test to validate Connections overload Tests: ran unit tests
2 Hours Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
3 Hours Ago
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
3 Hours Ago
Revert some UI changes/behaviour. Add separate prototype panel to techtree. Working towards supporting unlock, multi-unlock and prototype unlock options simultaneously.
3 Hours Ago
merge from main
3 Hours Ago
Set new pitch clamps to match animations (30-60deg), update IK hand targets
3 Hours Ago
Bugfix(tests): adjust player spawn distance for TestNetworkRange.OutsideRange cases They can land on a boundary, making it more difficult to reason when working across small/medium/large layers Tests: ran the tests, same results
3 Hours Ago
Bugfix(tests): expand TestServer's network grid from 1k to 2k Previously it was too easy to accidentally setup an out-of-bounds scenario, leading to confusing test failures Tests: ran related tests, discovered couple tests are failing (unrelated to this change)
3 Hours Ago
Avoid repeated calls to Terrain.activeTerrain
3 Hours Ago
testlist
3 Hours Ago
Commit the .meta files that keep popping up
3 Hours Ago
Skinning update for paintball overalls
3 Hours Ago
merge from woodpile_changestage_audio
3 Hours Ago
Rename RebuildAllNavmeshes to RebuildDefaultNavmesh
3 Hours Ago
merge from fix_privaddfriend_vis
3 Hours Ago
merge from computer_station_io (only manifest changes)
3 Hours Ago
manifest
3 Hours Ago
Disable leg animator, re-enable sweep anim, swap to zero rotation sweep.
3 Hours Ago
Fix scientists not shooting most of the time
3 Hours Ago
merge from computer_station_IO
4 Hours Ago
Fix big blue circle for nav projections being distractived when ai.showpaths convar is set
4 Hours Ago
Fix scientist staying in dogfight forever when there is no cover around that protects them from their target last known position, but their target is nowhere to be seen
4 Hours Ago
Prototype sweep anim, move distance calc to server regions, setup mount offset, IK, sweep anim.