137,133 Commits over 4,474 Days - 1.28cph!

11 Minutes Ago
Updated media
29 Minutes Ago
Phrases
37 Minutes Ago
Merge from control console art
36 Minutes Ago
Codegen
44 Minutes Ago
Manifest, id fixes.
47 Minutes Ago
merge from storepage_glowingwallpaper
50 Minutes Ago
Added glowing wallpaper pack store page
54 Minutes Ago
Bunch of asset + folder cleanup, rename, organize.
58 Minutes Ago
Satellite prefab cleanup, remove placeholder art.
1 Hour Ago
Merge from satellite_art
1 Hour Ago
More ui
1 Hour Ago
UI tweaks
1 Hour Ago
LODs and COL for stacked terminals monument blocker
1 Hour Ago
Bugfix(editor): add ResetStaticFields to OcclusionCulling - codegen Tests: spawned copypaste, restarted game in editor - print out doesn't mention lingering renderers
1 Hour Ago
Updating alien costume cloth asset
2 Hours Ago
Merge: from main
3 Hours Ago
merge from glowing_wallpapers - added square steam images to pack
3 Hours Ago
Deleted accidental texture exports
3 Hours Ago
Updating alien costume woth burst cloth
3 Hours Ago
added square steam images to glowing wallpaper pack steam item
3 Hours Ago
some scene redesign at powerplant to accomodate the new loot cage
3 Hours Ago
Manifest
3 Hours Ago
Fixed phrase merge, restored 37 phrases
4 Hours Ago
merge from main
4 Hours Ago
Merge from main (broken merged phrases)
Today
Manually disabled shadows on wire_prefab - this is used for powerlines Shadows used to be disabled via the IsShadowInsignificant check which checked if the mesh was small and the lod level was greater than the lod state count - 2 Both of these are true in this case, it's a two state RendererLOD that is small and then scaled up We've fixed both of those issues this month so shadows appeared on the powerline wires which looked bad at higher shadow cascades, so just disable shadows manually S2P outpost, harbors, launch site, powerplant, trainyard
Broken codegen fix 2
Fixed broken codegen
Fixed console system
pool -> game_room_dlc
game_room_dlc/pool -> game_room_dlc
Missed files
Debug commands to change pool table state
Close the pool dialog in between shots (this is temp but needed at the minute)
- More game registration fixes - Player slot and id fixes - Fixes for remounting - Toast/status fixes - Fixed not being able to complete the game - Allow access to reset game
Better blue team colour
More pool ui fixes, ensure stripes/solids renders on the ui Ensure eight ball ui doesnt turn itself off
Remove old icon
Fix busted 3p cue position/rotation
- Cleaned up deploy volume, colliders, construction script etc - New Icon
Change ... to say PROCESSING TURN in pool table status
Viewmodel fixes - Wireup new full and low power cue positions - Ensure hands can be seen (now using the right material)
Today
Add flailing, turn down launch boost a bit, ignore swing collisions
game_room_dlc -> game_room_dlc/pool
Today
Add a way for players to launch themselves from swings when dismounting, bump up swing acceleration by 20%
Today
Merge from apartment_complex_monument
Today
Fixed missing upkeep terminal server error when upgrading rooms
Today
Fixed bathtub missing from manifest (would have been resolved in builds anyway, fixes an error in editor though)
Today
Fixed concierge conversation not filling the room number and rent values Also fixed medium and large upkeep using the wrong phrases
Today
Possible fix for missing apartment_small_col fbx in builds The fbx import settings imported a material, which meant the asset was loaded into content.private as it grabs all materials