136,973 Commits over 4,324 Days - 1.32cph!

10 Days Ago
Fix regression that caused scientists to not be able to throw grenades through some bottlenecks to setup a group push
10 Days Ago
Bugfix: handle similar-to-inf budget timespans Tests: spawned on Craggy - no exceptions
10 Days Ago
Merge from scientist_agitation_fix - improve perf/gameplay by fixing a scenario where nearby scientists would never stay in cover and be hyperactive - improve perf by making scientists on other floors just lay in ambush, instead of constantly trying to peek above/below their floor - fix regression that caused scientists to not group up to push when throwing grenades, landing a shot, or not seeing the player for a while - fix some scientists still trying to push or throw grenades on a location even after their allies confirmed visually that the player is not there anymore - fix a pool leak
10 Days Ago
Merge from naval_update
10 Days Ago
Also prevent double push when throwing grenades
10 Days Ago
- Reduce random chance to push after peeking - Prevent double push after landing a shot on the player
10 Days Ago
Fix bug in push assist logic which caused recursion, causing everyone to push instead of just a group
10 Days Ago
server error fix
10 Days Ago
merge from main
10 Days Ago
ghostship crate spawn increase
10 Days Ago
audio changes on the 50cal turret and tweak on ptboat engine
10 Days Ago
- Fix npc not grouping to push (bug introduced with voicelines removal) - Fix leak - Have npc always try to not push alone
10 Days Ago
Merge: from main
10 Days Ago
Buildfix: remove non-existent call Tests: none, trivial change
10 Days Ago
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10 Days Ago
Merge from naval_update
10 Days Ago
Merge from naval_missions
10 Days Ago
- Mission to kill the deep sea patrol boat scientists now also counts PT boat scientists - Add an option for kills must be in a certain biome to kill objectives - Disabled positions are exlusive flag from last tutorial mission, was causing it to fail to find a valid position - Enable "drops loot" on deep sea mission treasure chest so that it actually drops its loot
10 Days Ago
exported edited 3p north and west jog anims
10 Days Ago
Initial blockout of rentable shop kiosk, variant F (still very WIP)
10 Days Ago
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10 Days Ago
merge from naval_update
10 Days Ago
Clean: remove extra level of indentation Tests: compiles
10 Days Ago
merge from artist_pack_dlc
10 Days Ago
removed stupid native -> managed -> native process that was happening, shore distance and vectors calculated as native and remain native
10 Days Ago
merge small cannon fixes to main
10 Days Ago
Fix ballista null error spam. Fix cannon left ground check being assigned incorrectly in the prefab. Fix cannon ground checks being affected by ground.
10 Days Ago
Update: InvokeProfiler now pushes executed_time and invokes_executed Tests: compiles
10 Days Ago
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10 Days Ago
updated signal computer
10 Days Ago
added normalized heightmap vis to baked ShoreVectorData
10 Days Ago
halved min/max of topology query radius range, now [8,16] mapped from heightmap range of [4,0] - significant reduction in topology query cost, will need to test some procgen maps that water isn't now invisibile in some niche case
10 Days Ago
further improvements - reuse positions and heightmap data from previous query in topology query, we were doing both twice - moved topology radii gen, reading of topology, and processing into water mask into a set of 3 jobs scheduled under one handle and completed
10 Days Ago
mortar bipod gibs
10 Days Ago
mortar bipod LODs & textures
10 Days Ago
- Treasure chest spawned in deep sea as part of mission no longer destroys loot as it now no longer has troll loot - Update mission provider dialogue so it makes better sense now that you pick up something decent - Make the treasure chest it's own prefab rather than a variant
10 Days Ago
playerboat_wheel_mount_optimization -> main
10 Days Ago
Enable mount parenting on boat building steeringwheel
10 Days Ago
Fix scientists not communicating with each other that target is lost, and some still rushing or grenading very stale location
10 Days Ago
fix easel not deployable on rocks, breaking on boats
10 Days Ago
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10 Days Ago
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10 Days Ago
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10 Days Ago
setup 3p shield anims and applied to player animation.controller
10 Days Ago
reactive target unstuck-ing force trigger collider
10 Days Ago
initial step towards making proper shore vector generation fast enough to avoid blitting data for the deep sea - Native DistanceField methods using jobs and burst - jobified various other parts of the shore vector generation - fixed batched HeighMap position query not using the deepsea data - about a third of the previous runtime currently but still too slow
10 Days Ago
Merge from naval_update
10 Days Ago
- Prevent scientists from being overly agitated (going from hiding spot to hiding spot never pausing in between) when peeking and flanking both are not possible - Prevent scientist on other floors or sniped from being too agitated (peeking and wobbling a lot) even though nothing is happening near them - Fix scientists throwing grenades while searching or while being surprised
10 Days Ago
Easel code cleanup
10 Days Ago
Update(breaking-change): WorkQueueProfiler now also reports BudgetTime - breaking as this doesn't match CSV template Tests: none, compiles