141,126 Commits over 4,383 Days - 1.34cph!

10 Months Ago
Fixed crash issues with VPC.exe on windows Carefully updating win32 side of VPC scripts Update windows built scripts a bit Minor cleanups in gl_util.cpp VPC Cleanups
10 Months Ago
Minor VPC cleanups More VPC Cleanups
10 Months Ago
Construction setup. Block fixes.
10 Months Ago
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
10 Months Ago
Fix peripheral vision being too strong in combat
10 Months Ago
Reduce scientist health
10 Months Ago
Merge: from autoturret_optim - Fix to auto turret not responding to shots outside of firing arc - Fix to turret not reacting to shots if it got depowered then powered up again - Fix to turret snapping to hostiles outside of it's default firing arc when powering up Tests: shot it, ran around and powered it up and down using infiniteiopower in various combinations
10 Months Ago
Bugfix: prevent turret snapping to a hostile outside of the default firing arc when powering up Tests: while hostile, depowered turret, got behind it and powered it up - it didn't snap on me until I shot it again
10 Months Ago
Bugfix: reset turret's cached visibility when unsetting the target This could cause the turret to think it doesn't have a target, yet has a visible target(unpowering the turret would cause this, for example). It prevents damage reaction. Tests: while the turret was aiming at me, disabled io power cheat. re-enabled - now responds to shots. Spotted another bug though
10 Months Ago
use soft mask instead of uigradient because its poopie
10 Months Ago
Bugfix: turret will respond to sneak attacks - takes 3 seconds to drop aggro that forces aiming Spotted another bug - target and targetVisible can desync Tests: spawned a turret, snuck behind, powered up, shot at it - it rotated
10 Months Ago
Linking Graffiti pack and video on medieval
10 Months Ago
Nicer fade ramp on store items
10 Months Ago
Change overlay base to use new sliced downwards gradient
10 Months Ago
More store views
10 Months Ago
trying out lerp transition again
10 Months Ago
Merge: from main
10 Months Ago
Increase reaction time, reduce damage, simplify accuracy formula
10 Months Ago
Prevent sun banding at twilight.
10 Months Ago
Have scientists always be surprised when first hearing or being hurt by a player
10 Months Ago
Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range
10 Months Ago
configurable horizon buffer
10 Months Ago
Fix scientists being able to shoot through solid colliders when hearing the player
10 Months Ago
trawler ship hull material vcol blends progress, more uving
10 Months Ago
Even more store work
10 Months Ago
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10 Months Ago
10 Months Ago
performance tuning, cleanup
10 Months Ago
snap_deployables -> main
10 Months Ago
Compile fix
10 Months Ago
Allow rotating with R when wall snapping
10 Months Ago
Cleanup
10 Months Ago
Can no longer use wall snapping to bypass max placement distances for objects Don't safely assume the first snap canditate will be valid
10 Months Ago
don't use sort jobs
10 Months Ago
Quick and dirty voicelines first pass
10 Months Ago
" Cooking workbench Mixing table Shelves Tier 1 -> Tier 3 workbench Small planter Large planter Bathtub and Railroad planter variants Fireplace Half shelves Fridge Sofa Legacy Furnace Table
10 Months Ago
Update: expand projectile test - Validates hits and misses, auth and replicated - renamed TestProjectileBaseline to TestProjectilePlayer (as I'll be adding more test types) Tests: ran all resulting unit tests
10 Months Ago
Can wall snap: Storage locker Small wooden box Electric Furnace Furnace Bed Sleeping bag As well as tc, large box etc.
10 Months Ago
Lots of store views
10 Months Ago
Added DotRush config to ignore.conf
10 Months Ago
Swap to raw matricies since we dont have the transform at this point Cache raw entity on socket attribute setup Apply snapping logic to wooden large boxes Take bounds centre into consideration
10 Months Ago
fix server build
10 Months Ago
Update: working TestProjectileBaseline baseline test Was more complicated than expected, but we got there. Tests: ran the unit test
10 Months Ago
Update: move PlayerWalkMovement awake to init Editor unit tests don't invoke lifecycle events (awake/onenable), this change makes it easier to use the class with unit tests. Tests: in C+S editor on craggy - spawned and ran around. Also spawned a fake player - no errors
10 Months Ago
edited m15 pistol admire animation so it sits in the hand nicely
10 Months Ago
added slight offset to w m15 pistol on its entity prefab so the trigger finger doesnt clip the trigger guard
10 Months Ago
Revert ProjectSettings.asset
10 Months Ago
Prepare scientist TTS hooks (for prototyping only)
10 Months Ago
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10 Months Ago
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