125,388 Commits over 4,171 Days - 1.25cph!

2 Months Ago
merge from outpost_mission_fail_cooldown
2 Months Ago
merge from snapping_cant_deploy_fixes
2 Months Ago
merge from snapping_buildingblock_padding_fix
2 Months Ago
merge from abyss_barrel_sitem_remove
2 Months Ago
Fix SHDO baking with with muliple materials and when no material has been assigned. Add baking scene and baking prefab.
2 Months Ago
Compile fixes
2 Months Ago
More gesture wheel fixes
2 Months Ago
Polished gesture list, split assigned and unassigned gestures
2 Months Ago
Apply delta time
2 Months Ago
Expose a MovementMultiplier slider to SimpleFloatingEntity
2 Months Ago
Reapply the subtraction 124982 124983 of the other subtraction (revert_metabolism)
2 Months Ago
Compile fix
2 Months Ago
UI_Window warning editor only
2 Months Ago
Gesture menu progress
2 Months Ago
Restored store cart button
2 Months Ago
Small fixes and tweaks
2 Months Ago
Restored F1 item menu
2 Months Ago
Subtract 124976
2 Months Ago
Subtract 124978
2 Months Ago
▇▅█▉ ▋▋▋▄▍▆▍▌, ▅▉█▌▅ ▋▍▉▉▌▇█▋ ▄▊▇▌ ▉▇▌▆ ▉▌'▄
2 Months Ago
Fixed missing antlion guard step sounds Make RemoveDecalsAt distance a float Added description to sv_sticktoground Use squared distances for RemoveDecalsAt internals Disallow Spawn() on world entity Add a confirmation dialog when trying to load a save that would changelevel Change implementation of VMatrix.InvertTR to avoid it crushing itself It's probably a bit slower now, but returns actually correct values VMatrix:GetAngles uses a normalized matrix internally so scale doesn't affect results as much Added ai.GetNodeCount Properly fix the particle related crash, and fix regression
2 Months Ago
▋▊▍█ █▇▉ ▉▇█▇▍▊▍ ▍▋▄▊▋▊▍▊█▋
2 Months Ago
Properly fix the particle related crash, and fix regression
2 Months Ago
revert_metabolism -> main
2 Months Ago
Properly revert
2 Months Ago
compile error
2 Months Ago
Make RemoveDecalsAt distance a float Added description to sv_sticktoground Fixed POSIX compile error Use squared distances for RemoveDecalsAt internals Disallow Spawn() on world entity Add a confirmation dialog when trying to load a save that would changelevel Change implementation of VMatrix.InvertTR to avoid it crushing itself It's probably a bit slower now, but returns actually correct values VMatrix:GetAngles uses a normalized matrix internally so scale doesn't affect results as much Added ai.GetNodeCount
2 Months Ago
revert_metabolism -> main
2 Months Ago
Revert 123078
2 Months Ago
Baseline
2 Months Ago
Fixed workshop scene using jungle color grading if the camera is in a particular spot
2 Months Ago
Update: BaseRaidBench - emulate timed explosive fuse Not really important for now, but later once rockets fly upwards and have a chance to miss, this should make it match reality closer Tests: ran the scene
2 Months Ago
Fix scientist breaking their spine to look at a player behind them while they are sprinting away
2 Months Ago
- Better vislog for neck rotation limit - Lerp rotation instead of snap
2 Months Ago
Update: BaseRaidBenchmark - expose batching mode via component Tests: none, trivial change
2 Months Ago
Convars for aboard player and auto close sails checks.
2 Months Ago
Update: BaseRaidBench - disable camera shake and hurt effects Tests: ran the scene
2 Months Ago
Bunch of thrust position calculation improvements. Makes turning much more reliable on a bigger variet of boats for now.
2 Months Ago
Constrain angles the scientist can turn their virtual head at (on server, where there is no animation)
2 Months Ago
Removed test arg in initial home navigate
2 Months Ago
Gesture menu progress, some refactoring and polish
2 Months Ago
Water pump idle loop audio is now affected by occlusion.
2 Months Ago
Server Browser design changes
2 Months Ago
Thrust position calculation fix
2 Months Ago
▅▌▅█▆▇█ ▍▉▄▊▆
2 Months Ago
Update: Add BaseRaidBench to build scene list and mark it for maps bundle - Also removed the nuked Foliage scene - forgot to clean it up Tests: none
2 Months Ago
ghost ship interior progress
2 Months Ago
Update: BaseRaidBench - unblock pooling Takes the edge off halfway through the benchmark, but initial 5 seconds are still rough. Tests: ran the scene
2 Months Ago
Add support for building block-specific padding offsets (eg increase y padding on shipping container foundations, or on the outer side of wood walls) (Ensures more accurate alignment of deployables on specific building block types.) Introduced a static dictionary mapping prefab names to custom Y and normal padding values. Added support for padding modes: StrongsideOnly, WeaksideOnly, and Both. Applied padding logic during downward placement and wall/corner snapping.