136,058 Commits over 4,444 Days - 1.28cph!

6 Years Ago
Making some small improvements to how ObjectMotionVectorFix works.
6 Years Ago
[Audio] Set up correct default loading in background settings and compression settings. Set up XMA on Xbox One. Just needs PS4 setting up.
6 Years Ago
ui tweaks
6 Years Ago
merge from main
6 Years Ago
tea updates
6 Years Ago
Merge from LightEx fixes
6 Years Ago
Can now drag engine parts on to the engine sprite to automatically insert it into the correct spot (same logic as right clicking an inventory icon)
6 Years Ago
Disable lerping when a child entity is attached to any bone (not just for the "closest bone" feature)
6 Years Ago
Removed ancient NetworkPositionTick hack for child entities that should no longer be required
6 Years Ago
Cherry picking 50679 (parents send UpdateNetworkGroup to children that do not inherit their network group)
6 Years Ago
Build compile fix
6 Years Ago
Merge from vehicles/horns
6 Years Ago
Minor logic tweak
6 Years Ago
Implemented new horn loops
6 Years Ago
Merge from vehicles -> vehicles/horns
6 Years Ago
Implemented the vehicle block check on the sliding blast door prefab (holds the door in place rather than reverting to open) S2P water treatment plant and power plant
6 Years Ago
Merge from comp (code review fixes + smart alarm sound)
6 Years Ago
Fixed door close interrupt behaviour not being run when closing a door via a door controller
6 Years Ago
More splat effects
6 Years Ago
Added vehicle detection volumes to cancel door closing on double doors (wood, metal and top tier)
6 Years Ago
Fix repair info text, which was affected by the blueprint issue as well
6 Years Ago
Allow repair method to ignore blueprint knowledge. Fixes vehicle lift module repair not working.
6 Years Ago
modular vehicle false start, horn, and hurt trigger impact audio files
6 Years Ago
fix missing vehicle repair sounds
6 Years Ago
skin approval
6 Years Ago
Adjust the text display on the separate liquid (water catcher) UI to give it more space as well.
6 Years Ago
Disabled shimmer effect in pfx_car_destroyed per Petur request. Fixes shimmer acting like a mask on other particles.
6 Years Ago
[D11] XBox voice chat fixes
6 Years Ago
[D11] XBox voice chat fixes
6 Years Ago
merge from maincamera_sqrdist
6 Years Ago
Splat effects progress. Ground effects moved to Low Resolution render pass.
6 Years Ago
Fixed build errors
6 Years Ago
[D11] Removed saved settings for DoF and removed dupe button from Options menu
6 Years Ago
module cost tweaks
6 Years Ago
Merge from fov_viewmodel_scale
6 Years Ago
Added ModelConditionTest_SpiralStairsTriangle to show the landing on the triangle spiral stairs (TODO: Remove the landing when a floor is placed next to the triangle stairs)
6 Years Ago
DeployVolume checks ignore colliders on game objects that are tagged with DeployVolumeIgnore
6 Years Ago
Added DeployShell to walls and floors
6 Years Ago
Added DeployShell to unify deployable placement on building blocks, no matter what their tier is
6 Years Ago
Made a couple of building block gizmos only show up if the actual component game object is selected (not when the root game object is selected)
6 Years Ago
merge from /MainMenuTweaks
6 Years Ago
Still occasionally getting hurt on dismount, reverting #51184 for the time being.
6 Years Ago
[D11] [Gameplay][#3793] Temperatures set as AnimationCurves to fix incorrect values at night time. [Construction] Fix for building guide distance
6 Years Ago
Workbench Tier 3 Gib fix
6 Years Ago
Attempting to track down a missing ref to fix the "GUIDToPath no path found" warning spam, added a button in the GUID locator tool to find all references that are using the given GUID across the entire project Still haven't found the one that's missing but the tool might be useful so committing anyway
6 Years Ago
[D11] Added Feedback QR code to main menu
6 Years Ago
Merge inside-car repel force and hurt force changes -> Vehicles
6 Years Ago
Lowered font size on water transfer help in vehicle editing loot panel to show missing text
6 Years Ago
Mark rideable horses as NPC's so the correct damage multiplier is applied when vehicles collide with them
6 Years Ago
Added HasEntityInParents to BaseEntityEx with same behaviour type as GetComponentInParent. TriggerHurtNotChild now checks all parents, to handle e.g. player on flatbed on vehicle, and re-does that check each tick. This should stop players getting hit by hurt triggers when on flatbed.