139,460 Commits over 4,474 Days - 1.30cph!

Yesterday
fixed rotation of the pooltable balls so numbers are facing up by default
Yesterday
Possible fix for sfx error when entering network range of dome
Yesterday
update to pooltable and textures. flattened cloth so its not visually confusing. rebaked pooltable and updated textures
Yesterday
merge from main
Yesterday
Merge from satellite_crash
Yesterday
Remove the fuel text placeholder
Yesterday
Remove some dead UI
Yesterday
Fixed HAB with armour not calculating correct max health on the server after server restart due to spawn ordering - now explicitly rebuilding max health from children on PostServerLoad()
Yesterday
Initial setup
Yesterday
Update dart offset in viewmodel and event on throw animation
Yesterday
Double the speed of navmesh generation, fix some loading saves not working, fix some navmesh tiles missing, add logs to troubleshoot OOM issue
Yesterday
Merge from main
Yesterday
Add build artefacts for all platforms
Yesterday
Remove debug.break left by accident
Yesterday
¬!Dummy commit
Yesterday
Remove the rotation on descent
Yesterday
jukebox - glowy lighting turns off and on when power is supplied - tweaked material emit values - prefab updated
Yesterday
jukebox - added a warm glowy lighting effect - updated model with second uvchannel - updated textures - updated materials
Yesterday
Cherrypicked from 151180
Yesterday
Update: try using CoreCLR's ConcurrentQueueSegment as a Pool implementation Leaks a bit in busy MT perf tests, but breaks down at 32 threads (can leak up to 50% of the buffer). Not good enough on it's own Tests: ran perf and unit tests
Yesterday
Merge from main
Yesterday
Added tap sounds and reassigned pipe creak sounds
Yesterday
Fix tile seams not being perfectly aligned because of quantization
Yesterday
Switch satellite_remains to use its dedicated collision mesh instead of the model one.
Yesterday
Delete empty folders
Yesterday
Satellite.entity realmedremove tweak
Yesterday
Sertup realmedremove on satellite_remains. Moved FX to client only.
Yesterday
Delete 3 unused models/prefabs
Yesterday
Tweak FX positions, think they were slightly out (unless intentional?) Move them to satellite hierachy for rotation
Yesterday
Removed green light from powerline electric box Adjusted timings of jacobs ladder effect, should be visible much less frequently Reduced cull distance for jacobs ladder effect to 30m
Yesterday
merge from cui_updates
Yesterday
Fixed child buttons of a non-interactable CanvasGroup gameobject not properly updating the button colors upon initially getting created
Yesterday
Zoom out and frame the point between target and control computer when opening the targeting map UI
Yesterday
main -> game_room_dlc
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Merge from main
Yesterday
Dont stop a pool game if someone moves too far away. Just base it on the last time a shot was taken
Yesterday
game_room_dlc -> main
Yesterday
Ensure cue ball starts on the line is should
Yesterday
merge from main
Yesterday
Add a dedidated SatelliteCrashLoot config. Referenced it on satellite crates. Still a copy of the Heliloot for now, but ready to be balanced separately now.
Yesterday
Ensure 8 and 5 ball aren't swapped on the backend - woops
Yesterday
Add resource dispenser component to satellite remains
Yesterday
Stop the racked balls clipping into each other
Yesterday
jukebox - updated model - removed redundant models - moved materials and textures and removed duplicate folder
Yesterday
Ensure pool balls are set to an identity rotation when first spawned
Yesterday
merge from main
Yesterday
Compile fixes
Yesterday
Remove WIP text on the pooltable
Yesterday
merge from main