131,697 Commits over 4,232 Days - 1.30cph!

Just Now
Merge Indirect Instancing Fixes
4 Minutes Ago
* Store local bounds so that new world bounds can be derived when an instance moves * Emit a warning when a unit cube is assumed for bounds * Don't actually try calculating worldBounds for Unity, it gets really messy when things move around * Use the new local bounds for the debug overlay as well * Add some null checks in MotionList * Add BroadcastTransformUpdate() to force-update the instance transform regardless of motion state
7 Minutes Ago
roof conditionals visual polish various fixes
16 Minutes Ago
Cannon animation polish pass
22 Minutes Ago
ak charm anchor position tweak
25 Minutes Ago
Edit/finish cooldown is now handled by a flag, client UI menu options based on the flag.
41 Minutes Ago
mp5 charm setup
45 Minutes Ago
roof block model transforms reset, removed duplicate gibbable scripts
52 Minutes Ago
Updated charm list
52 Minutes Ago
AK charm setup
1 Hour Ago
backpack charm texture updates
1 Hour Ago
Updated deep sea map marker tooltip wording
1 Hour Ago
Merge from client_cache
1 Hour Ago
Wellipets hat repose
1 Hour Ago
Added deepsea.setTimeToNextOpening Lets you set the time before the next deep sea opening
1 Hour Ago
Adding space station building grade Added new skin blocks to master blocks Space station building block prefabs setup
1 Hour Ago
Abyss Hazmat repose/lods
1 Hour Ago
Init boat audio shortly after client boat is enabled so it can use cached data. Remove some debug logs.
1 Hour Ago
1 Hour Ago
Paintball Gun - split transparent parts into extra material, added backfaces for tape, WIP texture update
1 Hour Ago
Added BoatBuildingStation.Client partial, moved some code.
1 Hour Ago
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2 Hours Ago
IsBoatFullyContained uses cached blocks
2 Hours Ago
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3 Hours Ago
Created a command to fill the players inventory with random items. Its functional but still need some more work.
3 Hours Ago
Client part caching wip
3 Hours Ago
merge from main
3 Hours Ago
merge from naval_update
4 Hours Ago
Merge from parent
6 Hours Ago
network++
6 Hours Ago
merge from playable_monument_scenes
Today
birthday hat - fix / added ground light to illuminate the area when enabled by the player
Today
Compile fix
Today
merge from cannon_improvements
Today
Animate fuse burn, fix white fuse texture on cannons, temporarily disable fuse burn for merge.
Today
Add the ability to mark ConVars as "DeveloperOnly" (for graphics debugging stuff)
scientist_boat_ai -> naval_update
spawn setting change again
Today
Increase LOD0 distance on steering wheel
Today
Added another inside socket check to the steering wheel so it can't be placed on an overhang and end up with the player floating
Better scientist boat spawn settings
Today
Switch off the RHIB map canvas if the screen is underwater, the canvas can't render properly in those conditions
Today
Fixed RHIBVisuals and RHIBScreen serialization mismatch Fixed rhib screens not working correctly in deep sea Reduced LOD range on RHIB screens to 25m
scientist_boat_ai -> naval_update
Today
merge from naval_update
Today
Add first person reload animations to cannons with placeholder head animation, make fuse animation time configurable and lower it from 3s to 1s (might need to go even lower).
Today
Set minimum mip level instead of requested mip level to avoid overwriting results of Unity's streaming system.
Swapped turret animations from the playables system to the regular playables animator Ensure AI play reload and shoot animations when on the turrets
Today
Don't show meshes created with the ConstructionPlaceholder component when using the hammer preview