140,552 Commits over 4,352 Days - 1.35cph!

3 Days Ago
probable fix for flickering fog
3 Days Ago
Fixed open folder button showing out of editor I was hiding the 'save current loadout' button instead.....
3 Days Ago
merge from waterwheel_deployable
3 Days Ago
Increased the error overlay size, reduced the max amount of entries
3 Days Ago
Added close buttons to the error overlay Fixed fade out taking more time than expected
3 Days Ago
Drain calories and hydration while running, when too low on calories prevent running on the wheel with a toast to show reason
3 Days Ago
nice new shiny store icon for egg suit
3 Days Ago
Switched yellow panels mat on Kiosk A to rentable shop specific one, and enabled blends. Added ms map. Deleted now obsolete blockout meshes. Added some offset to trims in Kiosk A.
3 Days Ago
Merge: from dynamic_object_work_queue_shrinking - Optim: ObjectWorkQueues now shrink to larger capacities overtime Tests: procgen map, ensured outpost turrets still tracked and fired at me
3 Days Ago
Update: debug.printqueues now also prints queue capacity Tests: printed queues while being blasted by turrets
3 Days Ago
some splats tweaks polished the roof hatch look a bit more decals on roof walls
3 Days Ago
Optim: ObjectWorkQueue now shrinks to dynamically adjusted minimal capacity instead of 0 - explicitly calling Clear resets the state back to inital 256 capacity Grows capacity by 10% every minute if 60 overcapacity events have been recorded. This should eliminate allocations for bursty workloads in long term. Tests: visited outpost, got blasted by turrets
3 Days Ago
ErrorUI -> UI_Error
3 Days Ago
Edited mount positions for various chairs
3 Days Ago
rebase on main
3 Days Ago
store icon and steam images for rustige egg amethyst
3 Days Ago
merge from main
3 Days Ago
merge from new_console-ui
3 Days Ago
Compile fix
3 Days Ago
Added a ConVar and a multi-compile for toggling cached shadow maps
3 Days Ago
fixed crate_tools having wood fx
3 Days Ago
setting up M16a2 prefabs for world model/animations
3 Days Ago
merge from new_console-ui
3 Days Ago
Error assert and exceptions can share the same bucket, they have the same color etc
3 Days Ago
Merge from chainsaw_hotspot_gathering
3 Days Ago
Codegen
3 Days Ago
merge from useplayerupdatejobs 3
3 Days Ago
Fixed colored background on console entries not working for asserts and exceptions but for real this time
3 Days Ago
Ensure player fly/speed states are expanded when a new player is added to the PlayerCache, preventing out-of-bounds when initCap is exceeded
3 Days Ago
Removed global.error, we now have debug.testerror
3 Days Ago
Fixed colored background on console entries not working for asserts and exceptions
3 Days Ago
Merge from main
3 Days Ago
Bring back the ❌ when hitting 🎯 trees 🌳 with chainsaws 🔗🪚. It now attempts to respawn close to the last hit point rather than jumping around the tree if hitting with a chainsaw. Is still always automatically hit regardless Fix item redirects of the chainsaw not also bypassing the hotspot minigame The ❌ decal no longer interacts with the wood hit particle effect when being hit
3 Days Ago
Fix one of the logs not being prefixed correctly
3 Days Ago
merge from new_console-ui
3 Days Ago
Changed the strange 'Manifest Assets Loaded' log breaking TMP
3 Days Ago
Fix RebuildTilesInBounds not working on independant navmeshes
3 Days Ago
User submitted commands are green + some other stuff I didnt save
3 Days Ago
Postfix all navspace Vector3 variables with "NS" and worldspace with "WS", ideally they'd have different types to prevent user error but that's a first step while we still support the unity navmesh
3 Days Ago
Comment out some old left over editor ddraw
3 Days Ago
apartment complex initial roof layout and some set dressing monument S2P
3 Days Ago
Pressing tab auto accept the first auto completion entry
3 Days Ago
User submitted commands can't share the same bucket as regular logs (they have different colors)
3 Days Ago
Console auto complete buttons: - Description has its own color - Tweaked the command name and input bar colors - Removed the space in between realm and command name - Auto complete entries are as wide as the input bar - Rows are a tad smaller, it can fit 6 now
3 Days Ago
latest m16a2 viewmodel anims exported
3 Days Ago
Merge: from fix_invoke_flood - Optim: prevent repeating invokes flooding work after stalls Tests: observed animals moving normally
3 Days Ago
Optim: change scheduled time for repeating invokes Previously, we would schedule repeating invokes from current time, meaning overtime they would drift towards one frame, causing work spikes. Now we maintain interval in respect to original time, which should preserve original scattering Tests: ran around with a lit torch on procgen, some wildlife moving
3 Days Ago
When updatePosition is true, the nav agent will convert from nav space to world space before applying the position
3 Days Ago
More work on Kiosk A and decals
3 Days Ago
Fix potential issue if we spawned an npc on a moving navmesh after it started moving