146,336 Commits over 4,444 Days - 1.37cph!

1 Year Ago
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1 Year Ago
Removing a point refunds the consummed length
1 Year Ago
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1 Year Ago
Revert UI.Options.Keybind.prefab, wasnt meant to be changed
1 Year Ago
Compile fixes
1 Year Ago
Fairy lights: can remove points and resume wiring by pressing E on the little box Added new keybinds for wire slack
1 Year Ago
update iconrender_improvements/batch
1 Year Ago
merge from main -> iconrender_improvements
1 Year Ago
Hook up 'connect to server button' to our existing connection logic. Works perfectly
1 Year Ago
Fixed incorrect button prefab sizing
1 Year Ago
Hooked up connect modal to server list entries (now displays server title) Hooked up cancel and quit buttons
1 Year Ago
Merge from steam_item_store_images
1 Year Ago
Continuing on blocking in materials on floating walkways
1 Year Ago
Fix duplicate icon being shown Fix small image being used as large Automatically remove duplicate image URLs
1 Year Ago
Abyss Containers - Updated model, LODs and some prefab setup
1 Year Ago
Prevent dud satchels from exploding if they are attached to a door that clips through a wall
1 Year Ago
Untested support for adding Steam item store images
1 Year Ago
Add editor tool to print count of active lights per entity (Tools/Optimize/Lights/Print Active Lights)
1 Year Ago
merge from roofbeams
1 Year Ago
Merge from fix_protobuf_length_prefix
1 Year Ago
Updated protobuf codegen to not break protobuf spec after copying optimizations
1 Year Ago
Add some sanity checks
1 Year Ago
String lights refactoring: they now work similar to the tin can alarm and can be deployed like normal items. The wiring is done via invokes instead of OnInput through an HeldEntity
1 Year Ago
cache the terrain map preprocessing
1 Year Ago
added sync component to crossbow viewmodel animator
1 Year Ago
M15 Pistol - Greybox model and integration
1 Year Ago
Merge: from parallel_validatemove - Additional debugging logic to help track down mystery NRE Tests: ran around in editor in SERVER+CLIENT mode with useplayerupdatejobs 1
1 Year Ago
Merge: from main Tests: none, no conflicts
1 Year Ago
Debug: add a latch to track player disconnects & removal during ServerUpdateParallel Tests: unit tests + craggy in editor
1 Year Ago
Fix scientist not rushing to investigate noises when searching
1 Year Ago
Abyss Containers - Changed UI sounds, tried to fix adaptors unsuccessfully :(
1 Year Ago
Fix scientists getting stuck in search recursion
1 Year Ago
Debug: adding progress tracking to FinalizeTickParallel to help track down origin of NRE - also couple formatting fixes Tests: used mode on Craggy in editor
1 Year Ago
- Temp workaround to scientist not able to move on oilrig (oilrig thinks it's in water) - Fix getting stuck in search state - Fix scientist heading to a different floor when strafing
1 Year Ago
merge from hackweek_newlights
1 Year Ago
Abyss Containers - Fixed LODs and GIBs on vertical version
1 Year Ago
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1 Year Ago
- Make scientist head towards LKP instead of actual player pos - Add scientist search behavior when reaching LKP but no player is there - Simplify FindLKP - Fix FSM getting stuck in "roaming"
1 Year Ago
Fixed missing "clone" and "clone all" radial menu option icons for all berries Fixed wheat, rose, sunflower and orchid using incorrect icons
1 Year Ago
Added spherical spatial environment volume support for opaque objects
1 Year Ago
- Adapt killscientists command to kill new scientists - Fix NRE on scientist death - Fix target lost transition not working properly - Simplify FSM
1 Year Ago
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1 Year Ago
Cleaned the mess in the advanced christmas light folder
1 Year Ago
Merge from cavelargesewers fixes. (Fixed fume oddities and perf wasted on underground distance flares) cave_large_sewers_hard
1 Year Ago
Fluorescent light prefabs
1 Year Ago
Cleaned up neon light prefabs, renamed them to fluorescent lights Description and names
1 Year Ago
Removed problematic FX from the old Cave Large Sewers. Also stripped distance flares from these. No need for them indoors.
1 Year Ago
Merge: from main
1 Year Ago
spotlight description
1 Year Ago
Merge: from texttable_allocs - TextTable now pads the last column as before Tests: unit tests + editor test on 1-player team