141,641 Commits over 4,505 Days - 1.31cph!

Yesterday
Bugfix: make shop tiles clickable - reassigned bundles to resources as some were stale and wrong - ripped out Update Dyn Ref action, as the data source is now not saved - also replaced manual FileSystem calls with Load method to keep it clean - improved dynamic resource logging to know which resource failed to load Tests: was able to navigate through all menus of shop. gotta fix missing icons in places
Yesterday
Prevented occlusion culling running while RRP is enabled at the moment, as it was causing visibility issues
Yesterday
More work on large boiler room (large randomised room). Reduced LOD distances on some very tiny debris meshes.
Yesterday
Fixed burnout smoke playing when it shouldnt
3 Days Ago
Improve reliability of Voice Chat HUD * Adds util.IsPlayerSpeaking (internal really) * PlayerStartVoice & PlayerEndVoice now get called consistently even if the player entity does not exist. They also both get consistent PlayerIndex argument, which is now used in base gamemode to index voice panels Try to solve potential backwards compat issues w/ voice panel changes Do not play suit animation on spawn * This is apparently a thing where multiplayer gamerules force equip the suit on spawn, but with animation enabled
Yesterday
Merge from main
Yesterday
update from main
Yesterday
Fix navmesh not being present in some rooms behind doors even if scientists can open them (potentially missile sillo and ghostship), the room navmesh a disconnected island because the door was baked into the navmesh, blocking the doorwash, and we prune disconnected navmesh regions
Yesterday
merge from midi_warmup
Yesterday
MIDI Plugin now warms up in the thread pool on game startup, fixing 10+ second freeze in-game when first deploying/mounting an instrument
Yesterday
Adjusted armour fall off - 80% Left - 70% Right - 60% Front
Yesterday
Updated Nailgun Remake FBX to fixed overlapped UV's
Yesterday
Update: Mark all static asset props as NonSerialized This breaks asset dependency link, can test if everything correctly hooked up Tests: navigated shop ui - most tiles are there but some not clickable. dlc pages open but missing icons in detail view
Yesterday
Skull Wall Torch - missing texture
Yesterday
Added Nailgun Remake Viewmodel and Worldmodel FBX
Yesterday
Skull Wall Torch - final textures, icon, material tweaks, prefab adjustments, gibs
Yesterday
Added Nailgun Remake Textures Setup Nailgun Remake Materials and Folders
Rin
Yesterday
merge from ArrowIcons
Yesterday
Fluidic items work in a hybrid way for now
Yesterday
merge animation subsystem/held entity sprint modifier nre fixes.
Rin
Yesterday
merge from Monument_Blocker_Balance
Yesterday
Fix scientist2 corpse not being on the ragdoll layer and thus blocking movement and projectiles
Rin
Yesterday
Small oil rig blocker Minor adjusted large rig blockers Minor adjusted launch site blockers S2P
Yesterday
made windmill_main and lift_shaft_top gibs ReadWrite enabled
Yesterday
Run clean entity labels
Yesterday
merge shield fixes to main
Rin
Yesterday
Lower monument blocker HP. 1 C4 or 5 satchels. Manifest
Yesterday
add a timeline view for the player model animation inspector
Yesterday
Updated 3p flashlight anims, updates to blending on 3p controller
Yesterday
- fixed wood armour gloves viewmodel skinning issue.
Yesterday
Merge from marketplace_power
Yesterday
Flag fix, tests now pass
Yesterday
Converted OilSwitchBroadcast and WaterTreatmentWaterTank
Rin
Yesterday
merge from hqm_ore
Yesterday
AI select/move commands now work on multiple animals Added ai.selectinrange convar Added ai.deselectnpc convar When ordering multiple NPC's to a location they all receive an offset so they don't all pathfind to the exact same spot
Yesterday
Merge from main
Rin
Yesterday
Reduce HQM node spawn by 66% Reduce HQM collectable spawns by 75%
Yesterday
merge from heavy_helmet_crafting
Yesterday
Increased crafting cost for the heavy pot helmet: 1 -> 2 sheet metal 4 -> 8 hqm
Yesterday
Merge from render_pipeline_testing
Yesterday
Yesterday
Merge from main
Yesterday
Added support for Deferred+ lighting on Core type materials
Yesterday
removed mesh collider from HAB armour frame and replaced with box colliders so it can work properly
Yesterday
Added a stencil block to the deferred plus shader pass to ensure we only apply lights to opaque surfaces
Rin
Yesterday
merge from main
Yesterday
merge from main
Yesterday
merge from automated_testing
Yesterday
merge from texture optimisations
Yesterday
Fixed the test list CI ordering issues