140,151 Commits over 4,505 Days - 1.30cph!

11 Days Ago
initial LOD setup - using box sampling at mip levels to generate meshes from the same data using smaller grids, only generating 2 lods because it turns to nothing after that many. Can get tri count in the region of 9k->2k->0.2k
11 Days Ago
Fix triangle planters not snapping to triangle floors testlist
11 Days Ago
Bar Wallpaper - updated textures and icon
11 Days Ago
merge from HAB_armour_health_fix
11 Days Ago
Fixed placement of wooden barricade and barbed wooden barricade. Raised notInSphere checks that were preventing placement. Tightened bounds setup so the tests still pass. Tested placement on terrain and construction in editor
11 Days Ago
Made corridor stop transition pieces wider to account for train stations of different widths
11 Days Ago
More prefab cleanup
11 Days Ago
merge from fix_cliff_gaps
11 Days Ago
Applied a similar fix as 158818 to cliff_tall_slope_r_[a-b] prefabs to prevent holes in terrain at the corners of the cliff
11 Days Ago
Tightened anchor setup on cliff_hills_large_c
11 Days Ago
merge from game_room_dlc
11 Days Ago
updated dartboard texture so that no. 16 is more clearly visible
11 Days Ago
fixed rotation of the pooltable balls so numbers are facing up by default
11 Days Ago
Possible fix for sfx error when entering network range of dome
11 Days Ago
update to pooltable and textures. flattened cloth so its not visually confusing. rebaked pooltable and updated textures
11 Days Ago
merge from main
11 Days Ago
Merge from satellite_crash
11 Days Ago
Remove the fuel text placeholder
11 Days Ago
Remove some dead UI
11 Days Ago
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()
11 Days Ago
Initial setup
11 Days Ago
Update dart offset in viewmodel and event on throw animation
11 Days Ago
Double the speed of navmesh generation, fix some loading saves not working, fix some navmesh tiles missing, add logs to troubleshoot OOM issue
11 Days Ago
Merge from main
11 Days Ago
Add build artefacts for all platforms
11 Days Ago
Remove debug.break left by accident
11 Days Ago
¬!Dummy commit
11 Days Ago
Remove the rotation on descent
11 Days Ago
jukebox - glowy lighting turns off and on when power is supplied - tweaked material emit values - prefab updated
11 Days Ago
jukebox - added a warm glowy lighting effect - updated model with second uvchannel - updated textures - updated materials
11 Days Ago
Cherrypicked from 151180
11 Days Ago
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
11 Days Ago
Merge from main
11 Days Ago
Added tap sounds and reassigned pipe creak sounds
11 Days Ago
Fix tile seams not being perfectly aligned because of quantization
11 Days Ago
Switch satellite_remains to use its dedicated collision mesh instead of the model one.
11 Days Ago
Delete empty folders
11 Days Ago
Satellite.entity realmedremove tweak
11 Days Ago
Sertup realmedremove on satellite_remains. Moved FX to client only.
11 Days Ago
Delete 3 unused models/prefabs
11 Days Ago
Tweak FX positions, think they were slightly out (unless intentional?) Move them to satellite hierachy for rotation
11 Days Ago
Merge from PlayerMaintainedMonuments/powergrid
11 Days Ago
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
11 Days Ago
merge from cui_updates
11 Days Ago
Fixed child buttons of a non-interactable CanvasGroup gameobject not properly updating the button colors upon initially getting created
11 Days Ago
Zoom out and frame the point between target and control computer when opening the targeting map UI
11 Days Ago
main -> game_room_dlc
11 Days Ago
Merge from PlayerMaintainedMonuments
11 Days Ago
Merge from main
11 Days Ago
Dont stop a pool game if someone moves too far away. Just base it on the last time a shot was taken