141,428 Commits over 4,383 Days - 1.34cph!

Today
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
Today
Revert some UI changes/behaviour. Add separate prototype panel to techtree. Working towards supporting unlock, multi-unlock and prototype unlock options simultaneously.
Today
merge from main
Today
Set new pitch clamps to match animations (30-60deg), update IK hand targets
Today
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
Today
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)
Today
Avoid repeated calls to Terrain.activeTerrain
Today
testlist
Today
Commit the .meta files that keep popping up
Today
Skinning update for paintball overalls
Today
merge from woodpile_changestage_audio
Today
Rename RebuildAllNavmeshes to RebuildDefaultNavmesh
Today
merge from fix_privaddfriend_vis
Today
merge from computer_station_io (only manifest changes)
Today
manifest
Today
Disable leg animator, re-enable sweep anim, swap to zero rotation sweep.
Today
Fix scientists not shooting most of the time
Today
merge from computer_station_IO
Today
Fix big blue circle for nav projections being distractived when ai.showpaths convar is set
Today
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
Today
Prototype sweep anim, move distance calc to server regions, setup mount offset, IK, sweep anim.
Today
update from mortar
Today
Adding sweep animation with no root motion for 3p character
Today
Skinning update for space hazmat
Today
Temp fix for scientists not facing their target
Fixed ice mask/vest not appearing
Today
New(tests): tests for BaseNetworkable.HasCloseConnections and GetCloseConnections - named cell sizes for various layers in NetworkVisibilityGrid Tests: ran tests, failing where expected
Today
add io for twitch rivals desk skin
Today
Alternate idea
console_quickjoin_fix -> main
Today
Merge from main
Today
Increased timeout slightly to allow FPBuild to handle closing of started processes
Today
renames for wall tiles mosaic textures
Yesterday
merge from playerrigupdate2
Yesterday
Material updates Beard textures
Yesterday
Bunch of UI/UX wip for prototype techtree
Yesterday
some cleanup post merge
Yesterday
main -> console_quickjoin_fix
Yesterday
Move PlayerJoin to UIConnection instead Connect just sends values over to UI rather than through a wrapper method
Yesterday
Fix blurry radtown sign once again, regressed during naval texture optimizations
Yesterday
Change Unlock button text to say Prototype when prototype will be used. Added static strings for both.
Yesterday
merge from main
Yesterday
Don't show the path to a selected node if we have prototype, to show the path won't be unlocked too.
Yesterday
Merge from Main
Yesterday
Workbench NRE fix
Yesterday
Added prototype upgrade item. Visual placeholder prefab. Placeholder positioning. Add item setup for all workbenches.
Yesterday
Handled disabling the shadow caching convar when exiting play mode and changed default light cookie textures to be loaded via resources instead of being serialized on LightLOD components
Yesterday
prototype initial implementation
Yesterday
Merge: from serverprofiler_recordscope_pause - Update: ServerProfiler recorder scopes can be paused/resumed (but needs more work on export side, looks bad) - Bugfixes for recorder scopes corrupting memory and breaking perfsnapshot Tests: unit tests + recorded a multiframe coro with recorder scope + perfsnapshots
Yesterday
Merge: from main