136,559 Commits over 4,324 Days - 1.32cph!

8 Months Ago
Snap deployables into corners if you are close enough to the corner of the wall and holding 'shift' Math was a bit difficult here due to a lack of a general wall direction vector: calculating plane corner intersections with wall normals and rayhit points along the wall
8 Months Ago
Fixed small wooden box not casting shadows
8 Months Ago
Added debug.lookingAtRay, returns more reliable info about what you're looking at. Also now works for non-entities.
8 Months Ago
Fix party invite from friend menu when accepting invite via party invite popup
8 Months Ago
Brightness tweaks.
8 Months Ago
Further iteration
8 Months Ago
support live edit of biome fog shore distance falloff in editor
8 Months Ago
8 Months Ago
Update: projectile-water test via Craggy Pretty close to covering all cases Tests: ran new tests
8 Months Ago
Update: Projectiles that are managed by unit tests only run 1 substep Tests: projectile unit tests now pass
8 Months Ago
Update: Projectile Tests now run inside Craggy Most tests are failing because now their substepping eventually hits water/terrain - will fix next. Tests: ran unit tests
8 Months Ago
Update: TerrainTexturing - defer init in editor, relly on manual init by user This prevents it from screwing unit tests when loading scenes Tests: ran part of updates projectile unit tests (to be committed)
8 Months Ago
Revert execution order changes
8 Months Ago
Revert compute changes
8 Months Ago
Revert script changes
8 Months Ago
Revert prefab changes
8 Months Ago
Revert package changes
8 Months Ago
Revert platform changes
8 Months Ago
Merge from manual_anchor
8 Months Ago
Revert changes to shader includes
8 Months Ago
Reverted changes to supported shaders
8 Months Ago
Revert changes to ProjectSettings
8 Months Ago
More work on railings and stairs for floating walkways
8 Months Ago
merge from main
8 Months Ago
merge from main
8 Months Ago
Update: adding mounted-player related tests - Fixed names of tests as turns out if they share a name, then all of them get executed when trying to run only one - Fixed not cleaning up palyer's physics objects at the end of tests (caused tests to fail unexpectedly when ran all together) - test projectile now has thickness (relevant to test with players in same vehicle) Tests: ran all unit tests
8 Months Ago
fix server compile
8 Months Ago
some more progress on the manual anchor
8 Months Ago
.mat changes
8 Months Ago
New inventory crafting modal + generic modal component
8 Months Ago
redesigned inventory overlay warning + button prefabs
8 Months Ago
Remove some barks
8 Months Ago
Change push bark
8 Months Ago
Remove another bark, change push bark
8 Months Ago
Remove peek VO
8 Months Ago
merge from main
8 Months 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
8 Months Ago
Merge from vsync_limit_fix
8 Months Ago
Connected Session new design
8 Months Ago
Remove comments
8 Months 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
8 Months 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
8 Months Ago
Merge: from main Tests: none, no conflicts
8 Months 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.
8 Months Ago
Updated art on floating walkway railings
8 Months 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.
8 Months Ago
Deployables of the same type will now snap together: Eg walls will snap together
8 Months Ago
tweaked collision on abyss horizontal barrel so it's within the bounds of the deployable