198,616 Commits over 4,140 Days - 2.00cph!

21 Days Ago
Change push bark
21 Days Ago
Remove another bark, change push bark
21 Days Ago
Remove peek VO
21 Days Ago
merge from main
21 Days Ago
- When a scientist just shot the player, have him ask support from other scientists to rush - Allow some voicelines to ignore cooldowns when they are important
21 Days Ago
Merge from vsync_limit_fix
21 Days Ago
Connected Session new design
21 Days Ago
Remove comments
21 Days Ago
Merge: from autoturret_optim - Bugfix for turret not reacting to player in front when powering up (caused by me) - Bugfix for turret not identifying new target if it snuck from behind then walked in front (likely me as well) Tests: standing in front, sneak in from behind then to front, sneak damage, flying from far, depower-power turret - turret finds a target & shoots
21 Days Ago
Update: make turret scan const a servervar - called `sentry.scantimer`, default to 1s Tests: standing in front, sneak damage, flying from far, depower-power turret - it finds a target & shoots
21 Days Ago
Merge: from main Tests: none, no conflicts
21 Days Ago
Bugfix: AutoTurret no longer misses players moving it's it's FOV - Done by running scans every second when not tracking any targets Tests: walked into turret's FOV from behind. checked turret still shoots when powered up with non-auth player in front.
21 Days Ago
Updated art on floating walkway railings
21 Days Ago
Better commit message: Deployables of the same type will now snap together provided they are close enough. Boxes, Shelves will now auto snap etc.
21 Days Ago
Deployables of the same type will now snap together: Eg walls will snap together
21 Days Ago
tweaked collision on abyss horizontal barrel so it's within the bounds of the deployable
21 Days Ago
Bugfix: powering up auto-turret now runs a search - Simplify and clean authDirty-related code One of previous bugfixes mucked this up by allowing authDirty to desync. There's still a case that's possible, so one more fix needed. Tests: powered up the turret by standing in front of it - it started shooting correctly
21 Days Ago
merge from main
21 Days Ago
improved topology-based max carve height to produce a better gradient
21 Days Ago
manual anchor fbx update and some priliminary texture/material work
21 Days Ago
Huge code cleanup Introduce two modes, simple or advanced snapping behaviours
21 Days Ago
Remove some voice lines that seemed out of place
21 Days Ago
Merge from negative_source_modifiers_godmode
21 Days Ago
Modifiers with a negative source (eg: incapacitate/blind darts) no longer get added to god mode players. Added Modifier.HasNegativeSoruce()
21 Days Ago
Pre-emptive reload when mag not full and target not seen for a while
21 Days Ago
tweaked wall storage deploy volumes to allow for small wood storage
21 Days Ago
add store icons
21 Days Ago
M15 Pistol - Updated item name and description
21 Days Ago
Merge from snake_los
21 Days Ago
merge from fix_roof_stability
21 Days Ago
Remove instancing support from all non-standard shaders
21 Days Ago
Remove instancing support from all non-standard shaders
21 Days Ago
Snake LOS improvements
21 Days Ago
Merge from parent
21 Days Ago
merge from purifier_waterloss_fix
21 Days Ago
merge from ui_volume_slider
21 Days Ago
subtract jungle_update/spatial-biome-fog/fogmethod1
21 Days Ago
merge from jungle_update/spatial-biome-fog/fogmethod1
21 Days Ago
Merge from naval update
21 Days Ago
Merge from main
21 Days Ago
Merge from vsync_limit_fix
21 Days Ago
Unsaved
21 Days Ago
Disable vsync while the game is in background if limit fps in background is enabled
21 Days Ago
Merge from scientist_spawners_enabled_fix
21 Days Ago
Fix tunnel dwellers still spawning when scientist_spawners_enabled is set to false
21 Days Ago
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