135,689 Commits over 4,444 Days - 1.27cph!

Yesterday
sail.deployed: - Set prefab position at origin - increased upper deploy volume X by 0.22 to be under the 0.5m overhang Test passes
Yesterday
set syncvar to autosave
Yesterday
fixed rock sculpture turning into ice on pickup
Yesterday
Trigger server notification on impact not stage 2 start
Yesterday
SatelliteData translation phrases
Yesterday
Added shelf 14935 - Reduce maxOverhangMetres to 0.5f - Exclude hidden item definitions - Only include deploy volumes that affect constructions - Include DeployVolumeEntityBounds - Do not include DeployVolumeEntityBoundsReverse - Account for sockets
Yesterday
Add support for EntityRefs to be sent via RPC. ID is extracted and sent on sending side ID is received and put into a new entity ref on the other side
Yesterday
Add storage adaptor sorting to vending machines, fridges, wall cabinet They previously didn't support it since they aren't regular storage containers
Yesterday
client-only guard AtmosphereVolumeDrawPass
Yesterday
on-deploy default data fix
Yesterday
gas station maintainable car lift mockup
Yesterday
minimal rock sculpture prefab setup
Yesterday
Merge from main
Yesterday
Cleaner, better way to support remote listeners (cctv, drone) hearing VOIP of others. Previous system used a messy secondary network group solution which was prone to bugs and connections being added twice to seperate lists New system specifically looks for cimputer mounted players - giving a much more reliable solution
Yesterday
buffer missuse fixes
Yesterday
wip glowing graffiti concrete tile setup. updated skins list, localization
Yesterday
merge from main
Yesterday
Basement corridor LODs and prefabs
Yesterday
merge from drone_keyboardlayout_fix
Yesterday
merge from workshop_inputs_fix
Yesterday
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Yesterday
Adding a couple more graffiti decals
Yesterday
merge from quarry_speed_fix
Yesterday
Set belt scroll speed multiplier to 0.63 so the speed of the belt visually matches the speed of the other rotating parts
Yesterday
Fix broken materials on the mining quarry top engine with LOD1
Yesterday
Neon splats carpet textures, material, skin asset, icon. Updated skins list, localization
Yesterday
Fixed workshop file dialog still using the old input system
Yesterday
Fixed shadow caching server compile errors
Yesterday
Update(tests): add support to generate test positions in deep sea bounds - updated TestWaterLevelsConsistency to use those extra positions, but surprisingly the test passes - documented everything(I think?) that's wrong with WaterLevel.GetWaterLevels Tests: ran updated unit test
Yesterday
Merge from shadow_map_caching
Yesterday
Code gen after merge
Yesterday
Fixed drone controls not being keyboard layout aware
Yesterday
Merge from main
Yesterday
Add volume component for motion blur (2)
Yesterday
Add volume component for motion blur
Yesterday
Tier is driven by the highest key card required Popup styling update
Yesterday
skinnable and obj mesh for workshop
Yesterday
updated small backpack mesh
Yesterday
Updated all the volumes profiles for RRP that required auto exposure
Yesterday
Add support for real windows notifications
Yesterday
axisFromEdge lookup instead of computing it from the stride
Yesterday
Fix motion vectors from skinned meshes
Yesterday
WIP. Play windows notification sound and flash icon when the player has fully loaded into play state (loading screens gone, ready to play)
Yesterday
Metas
Yesterday
Comment cleanup
Yesterday
Added support for SRP's camera history API and added auto exposure to RRP
Yesterday
array length correction
Yesterday
Same for SatelliteCrash
Yesterday
main -> game_room_dlc
Yesterday
Splitting to partials