139,696 Commits over 4,505 Days - 1.29cph!

7 Days Ago
Made corridor stop transition pieces wider to account for train stations of different widths
7 Days Ago
More prefab cleanup
7 Days Ago
merge from fix_cliff_gaps
7 Days Ago
Applied a similar fix as 158818 to cliff_tall_slope_r_[a-b] prefabs to prevent holes in terrain at the corners of the cliff
7 Days Ago
Tightened anchor setup on cliff_hills_large_c
7 Days Ago
merge from game_room_dlc
7 Days Ago
updated dartboard texture so that no. 16 is more clearly visible
7 Days Ago
fixed rotation of the pooltable balls so numbers are facing up by default
7 Days Ago
Possible fix for sfx error when entering network range of dome
7 Days Ago
update to pooltable and textures. flattened cloth so its not visually confusing. rebaked pooltable and updated textures
7 Days Ago
merge from main
7 Days Ago
Merge from satellite_crash
7 Days Ago
Remove the fuel text placeholder
7 Days Ago
Remove some dead UI
7 Days Ago
Fixed HAB with armour not calculating correct max health on the server after server restart due to spawn ordering - now explicitly rebuilding max health from children on PostServerLoad()
7 Days Ago
Initial setup
7 Days Ago
Update dart offset in viewmodel and event on throw animation
7 Days Ago
Double the speed of navmesh generation, fix some loading saves not working, fix some navmesh tiles missing, add logs to troubleshoot OOM issue
7 Days Ago
Merge from main
7 Days Ago
Add build artefacts for all platforms
7 Days Ago
Remove debug.break left by accident
7 Days Ago
¬!Dummy commit
7 Days Ago
Remove the rotation on descent
7 Days Ago
jukebox - glowy lighting turns off and on when power is supplied - tweaked material emit values - prefab updated
7 Days Ago
jukebox - added a warm glowy lighting effect - updated model with second uvchannel - updated textures - updated materials
7 Days Ago
Cherrypicked from 151180
7 Days Ago
Update: try using CoreCLR's ConcurrentQueueSegment as a Pool implementation Leaks a bit in busy MT perf tests, but breaks down at 32 threads (can leak up to 50% of the buffer). Not good enough on it's own Tests: ran perf and unit tests
7 Days Ago
Merge from main
7 Days Ago
Added tap sounds and reassigned pipe creak sounds
7 Days Ago
Fix tile seams not being perfectly aligned because of quantization
7 Days Ago
Switch satellite_remains to use its dedicated collision mesh instead of the model one.
7 Days Ago
Delete empty folders
7 Days Ago
Satellite.entity realmedremove tweak
7 Days Ago
Sertup realmedremove on satellite_remains. Moved FX to client only.
7 Days Ago
Delete 3 unused models/prefabs
7 Days Ago
Tweak FX positions, think they were slightly out (unless intentional?) Move them to satellite hierachy for rotation
7 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
7 Days Ago
Removed green light from powerline electric box Adjusted timings of jacobs ladder effect, should be visible much less frequently Reduced cull distance for jacobs ladder effect to 30m
7 Days Ago
merge from cui_updates
7 Days Ago
Fixed child buttons of a non-interactable CanvasGroup gameobject not properly updating the button colors upon initially getting created
7 Days Ago
Zoom out and frame the point between target and control computer when opening the targeting map UI
7 Days Ago
main -> game_room_dlc
7 Days Ago
Merge from PlayerMaintainedMonuments
7 Days Ago
Merge from main
7 Days Ago
Dont stop a pool game if someone moves too far away. Just base it on the last time a shot was taken
7 Days Ago
game_room_dlc -> main
7 Days Ago
Ensure cue ball starts on the line is should
7 Days Ago
merge from main
7 Days Ago
Add a dedidated SatelliteCrashLoot config. Referenced it on satellite crates. Still a copy of the Heliloot for now, but ready to be balanced separately now.
7 Days Ago
Ensure 8 and 5 ball aren't swapped on the backend - woops