199,308 Commits over 4,140 Days - 2.01cph!

29 Days Ago
Minor VPC cleanups More VPC Cleanups
29 Days Ago
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29 Days Ago
Construction setup. Block fixes.
29 Days Ago
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
29 Days Ago
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
29 Days Ago
Fix peripheral vision being too strong in combat
29 Days Ago
Reduce scientist health
29 Days Ago
Merge: from autoturret_optim - Fix to auto turret not responding to shots outside of firing arc - Fix to turret not reacting to shots if it got depowered then powered up again - Fix to turret snapping to hostiles outside of it's default firing arc when powering up Tests: shot it, ran around and powered it up and down using infiniteiopower in various combinations
29 Days Ago
Bugfix: prevent turret snapping to a hostile outside of the default firing arc when powering up Tests: while hostile, depowered turret, got behind it and powered it up - it didn't snap on me until I shot it again
29 Days Ago
Bugfix: reset turret's cached visibility when unsetting the target This could cause the turret to think it doesn't have a target, yet has a visible target(unpowering the turret would cause this, for example). It prevents damage reaction. Tests: while the turret was aiming at me, disabled io power cheat. re-enabled - now responds to shots. Spotted another bug though
29 Days Ago
use soft mask instead of uigradient because its poopie
29 Days Ago
Bugfix: turret will respond to sneak attacks - takes 3 seconds to drop aggro that forces aiming Spotted another bug - target and targetVisible can desync Tests: spawned a turret, snuck behind, powered up, shot at it - it rotated
29 Days Ago
Linking Graffiti pack and video on medieval
29 Days Ago
Nicer fade ramp on store items
29 Days Ago
Change overlay base to use new sliced downwards gradient
29 Days Ago
More store views
29 Days Ago
trying out lerp transition again
29 Days Ago
Merge: from main
29 Days Ago
Increase reaction time, reduce damage, simplify accuracy formula
29 Days Ago
Prevent sun banding at twilight.
29 Days Ago
Have scientists always be surprised when first hearing or being hurt by a player
29 Days Ago
Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range
29 Days Ago
configurable horizon buffer
29 Days Ago
Fix scientists being able to shoot through solid colliders when hearing the player
29 Days Ago
trawler ship hull material vcol blends progress, more uving
29 Days Ago
Even more store work
29 Days Ago
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29 Days Ago
29 Days Ago
performance tuning, cleanup
29 Days Ago
snap_deployables -> main
29 Days Ago
Compile fix
29 Days Ago
Allow rotating with R when wall snapping
29 Days Ago
Cleanup
29 Days Ago
Can no longer use wall snapping to bypass max placement distances for objects Don't safely assume the first snap canditate will be valid
29 Days Ago
don't use sort jobs
29 Days Ago
don't use sort jobs
30 Days Ago
Quick and dirty voicelines first pass
30 Days Ago
" Cooking workbench Mixing table Shelves Tier 1 -> Tier 3 workbench Small planter Large planter Bathtub and Railroad planter variants Fireplace Half shelves Fridge Sofa Legacy Furnace Table
30 Days Ago
Update: expand projectile test - Validates hits and misses, auth and replicated - renamed TestProjectileBaseline to TestProjectilePlayer (as I'll be adding more test types) Tests: ran all resulting unit tests
30 Days Ago
Can wall snap: Storage locker Small wooden box Electric Furnace Furnace Bed Sleeping bag As well as tc, large box etc.
30 Days Ago
Lots of store views
30 Days Ago
Added DotRush config to ignore.conf
30 Days Ago
Swap to raw matricies since we dont have the transform at this point Cache raw entity on socket attribute setup Apply snapping logic to wooden large boxes Take bounds centre into consideration
30 Days Ago
merge from indirect_instancing
30 Days Ago
fix server build
30 Days Ago
Update: working TestProjectileBaseline baseline test Was more complicated than expected, but we got there. Tests: ran the unit test
30 Days Ago
Update: move PlayerWalkMovement awake to init Editor unit tests don't invoke lifecycle events (awake/onenable), this change makes it easier to use the class with unit tests. Tests: in C+S editor on craggy - spawned and ran around. Also spawned a fake player - no errors
30 Days Ago
edited m15 pistol admire animation so it sits in the hand nicely
30 Days Ago
added slight offset to w m15 pistol on its entity prefab so the trigger finger doesnt clip the trigger guard
30 Days Ago
Revert ProjectSettings.asset