125,884 Commits over 4,171 Days - 1.26cph!

2 Hours Ago
merge from naval_update/deep_sea
3 Hours Ago
meta_shift/loot -> meta_shift
3 Hours Ago
Added DeepSeaFloatingCity component back to the floating city prefab Manifest
3 Hours Ago
Just used lock steering - players do this anyway Better steering tangent calculations (prevents slamming headfirst into walls as much)
3 Hours Ago
sail model and textures
3 Hours Ago
Update: Run "Update GUIDs" on all store overlay page prefabs Tests: loaded Abyss store page in Editor
3 Hours Ago
Update: UI_StoreItemOverlayPage - store GUIDs of textures - Added utility to fetch GUIDs from already assigned textures and saving to disk Getting ready to switch to guid resource tracking instead of relying on unity to always load textures Tests: Loaded into bootstrap scene in editor and opened Abyss store page
3 Hours Ago
merge from naval_update
3 Hours Ago
merge from naval_update/floating_cities
3 Hours Ago
Merge from ai_scientist_iteration
3 Hours Ago
floating city 1 s2p
3 Hours Ago
Merge from naval_update
3 Hours Ago
- Fix for third person attack hit not playing whilst crouching - Reload (unscrew cap) and chain pull sounds now play in third person - Move some visual update logic from OnFrameWhileHeld (local player only) to PostLateClientCycle
3 Hours Ago
PT_Boat -> naval_update
3 Hours Ago
Use unitask for async operations
3 Hours Ago
created a new material for the junkpiles that can be used on barges updated farm barge material overrides
4 Hours Ago
- Added more control over the emission blinking feature by adding a power that controls the sharpness of the blink, and min and max values for remapping the extents of the blink wave. - Renamed the Remap function in VolumeCloudBase to ClampRemap as it was causing conflicts with the new one in common as some shaders include both files, it also performs a clamp on the values, so this makes the name more specific.
4 Hours Ago
Adding updated climb and sky diving anims
4 Hours Ago
moved HeightMap and TopologyMap query jobs to be deterministic
4 Hours Ago
switched erosion jobs to FloatMode.Determinstic for cross-platform determinism with procgen (minimal performance impact in this case)
4 Hours Ago
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4 Hours Ago
Added two new plywood dressing variants for improv walkway kit
4 Hours Ago
merge from naval_update/deep_sea/cargoship
4 Hours Ago
Vehicle whitelist for deep sea portals Added a debug convar to ignore the whitelist for testing purposes
4 Hours Ago
Added empty Edit/finish editing menu options to the steering wheel. Godegen.
4 Hours Ago
s2p bluecard monuments airfield powerplant trainyard watertreatment
5 Hours Ago
burst update 1.8.18 -> 1.8.25
5 Hours Ago
added additive judding layer for when the vm chainsaw is switched on and edited 3p attack idle animation
5 Hours Ago
- Added a scroll velocity for the emission mask. - Made the emission mask UVs separate from the emission UVs.
5 Hours Ago
Wheel placement rotation
5 Hours Ago
pump shotgun animation updates
5 Hours Ago
floating city 2 initial idea layout
5 Hours Ago
Steering whell placement prefab setup
5 Hours Ago
merge from landmarkinfo_revert
5 Hours Ago
Removed untranslatedName in LandmarkInfo, wasn't necessary
6 Hours Ago
Cargoship merge fixes
6 Hours Ago
merge from deep_sea
6 Hours Ago
Clean codegen
6 Hours Ago
merge from naval_update
6 Hours Ago
ClientIOLineEditor server compile fix
6 Hours Ago
Merge from parent
6 Hours Ago
Codegen
6 Hours Ago
merge from main (needs codegen)
Today
Merge from parent
Today
moved the bridges between food and farm barges out of barge prefabs as it is likely to be connected differently in other floating cities
Today
centered pivot of medical barge
Today
merge from cargopath_map_smooth2
Today
baked convex colliders for ring1 and ring2 prefabs, improved bumper tire chain collider accuracy