141,662 Commits over 4,383 Days - 1.35cph!

10 Months Ago
added missing effects update on batched projectiles and retiring into the prefab pool
10 Months Ago
Fixed argument mismatch on one of the auto turret tests
10 Months Ago
clear static test field in pet-test teardown
10 Months Ago
Codegen
10 Months Ago
Resolved auto turret merge conflicts
10 Months Ago
Clean: simplify previous bugfix Tests: ran the unit test
10 Months Ago
Update: Projectile.TestConsistency now checks for number of phys commands issued Tests: unit test passes
10 Months Ago
Bugfix: Projectile.TestConsistency - when substepping movement, use the right trace result Tests: consistency unit test now passes
10 Months Ago
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10 Months Ago
Bugfix: TestProjectileEntity now works in C+S Tests: ran the previously failing unit test
10 Months Ago
Bugfix: Projectile.Batch - don't over-simulate prjectile when reacting to a hit/ricochet Also noticed serial test vs entity is failing - will fix next Tests: single-projectile-batch test passes, but the whole batch fails
10 Months Ago
Dont try and flee to a monument if you're already inside one (improved)
10 Months Ago
- Have scientist aim up and down instead of only horizontally (only visual) - Fix scientists looking at the lkp through walls instead of looking at potential ways the target could be coming from (only when staying in cover for now)
10 Months Ago
Dont add no go zone if user is in monument, cache IsMonument status on the actual zone itself
10 Months Ago
updated the diy hammock from blockout to finalised mesh and textures
10 Months Ago
merge from main (AutoTurret.Server conflicts)
10 Months Ago
Restored UIBackgroundBlur-IngameMenu mat
10 Months Ago
Store DLC tab wip
10 Months Ago
Update: ProjectileTests.TestConsistency - debug code to isolate projectile Still fails on 520, but now with different results(proj moves, but different height). Tests: ran unit test - fails (expected)
10 Months Ago
Update: ProjectileTests.TestConsistency - rewrote logic to run both serial and batched in one test - Removed old serial validation logic - Renamed PerfSerial test to Performance (since it also runs batched variation) Detects an issue currently, investigating. Tests: ran the new test - fails (kind of expected, but still suspicious)
10 Months Ago
Use plane height for random restricted patrol size destinations and flee positions
10 Months Ago
fixed abyss skin item def being null (wrong reference name)
10 Months Ago
Fixed store overlay cart button styling when the pack is owned
10 Months Ago
rebake CraggyIsland water and height maps - resolves "water holes"
10 Months Ago
Store overlay pages auto cycling
10 Months Ago
phrases
10 Months Ago
merge from autoturret_optim (fixes)
10 Months Ago
Move SH calculations to vertex shader, use Unity shadow fade function for shadow to SHDO transition/blending, remove unneeded interpolators, fixed precision issue causing SHDO flickering when in shadow range.
10 Months Ago
merge from FrontierGate_Token
10 Months Ago
merge from store-june-2025
10 Months Ago
"View in inventory" button leads to the new item after opening a crate
10 Months Ago
Merge: from main
10 Months Ago
Update: AutoTurret.ProcessInterferenceQueue - remove last float time calc Think all server-side logic has been ammended Tests: builds in editor C+S
10 Months Ago
Added navigation url support to steam inventory
10 Months Ago
Update: AutoTurret.nextAmmoCheckTime -> double Tests: builds in editor C+S
10 Months Ago
Update: AutoTurret.nextForcedAimTime -> double Tests: builds in editor C+S
10 Months Ago
Merge from parent
10 Months Ago
added workshop source locker that has shelves and doors
10 Months Ago
Reduced flickering from dropped flares Completely remove flickering if limit flashing option is enabled
10 Months Ago
Remove temp testing walkways
10 Months Ago
Re pivoted all of the floating walkway prefabs and adjusted the buoyancy points for better movement
10 Months Ago
Possibly fixed simple floating platforms flipping
10 Months Ago
Fixed SimpleFloatingEntity running logic if no players are nearby
10 Months Ago
Copy the terrain water system over to the floating city system so that water level queries work as expected (copied from craggy) Added a new ForceSpawnPoint component, if this is present in a scene the player will always spawn there (editor only)
10 Months Ago
Merge from main
10 Months Ago
Merge from parent
10 Months Ago
Fix out of range exception in PlayerModelCinematicList.UpdateCinematicAnimations when running with bundles in editor
10 Months Ago
Fix some collision meshes not being R/W
10 Months Ago
Fixed NREs when opening crate in steam inventory
10 Months Ago
Switch to loading/unloading scenes async so we can always do it additive Fixes to get almost in game