197,073 Commits over 4,110 Days - 2.00cph!

Yesterday
merge from main
Yesterday
merge from main
Yesterday
Update: adding mounted-player related tests - Fixed names of tests as turns out if they share a name, then all of them get executed when trying to run only one - Fixed not cleaning up palyer's physics objects at the end of tests (caused tests to fail unexpectedly when ran all together) - test projectile now has thickness (relevant to test with players in same vehicle) Tests: ran all unit tests
Yesterday
fix server compile
Yesterday
.mat changes
Yesterday
some more progress on the manual anchor
Yesterday
New inventory crafting modal + generic modal component
Yesterday
redesigned inventory overlay warning + button prefabs
Yesterday
Remove some barks
Yesterday
Change push bark
Yesterday
Remove another bark, change push bark
Yesterday
Remove peek VO
Yesterday
merge from main
Yesterday
- When a scientist just shot the player, have him ask support from other scientists to rush - Allow some voicelines to ignore cooldowns when they are important
Yesterday
Merge from vsync_limit_fix
Yesterday
Connected Session new design
Yesterday
Remove comments
Yesterday
Merge: from autoturret_optim - Bugfix for turret not reacting to player in front when powering up (caused by me) - Bugfix for turret not identifying new target if it snuck from behind then walked in front (likely me as well) Tests: standing in front, sneak in from behind then to front, sneak damage, flying from far, depower-power turret - turret finds a target & shoots
Yesterday
Update: make turret scan const a servervar - called `sentry.scantimer`, default to 1s Tests: standing in front, sneak damage, flying from far, depower-power turret - it finds a target & shoots
Yesterday
Merge: from main Tests: none, no conflicts
Yesterday
Bugfix: AutoTurret no longer misses players moving it's it's FOV - Done by running scans every second when not tracking any targets Tests: walked into turret's FOV from behind. checked turret still shoots when powered up with non-auth player in front.
Yesterday
Updated art on floating walkway railings
Yesterday
Better commit message: Deployables of the same type will now snap together provided they are close enough. Boxes, Shelves will now auto snap etc.
Yesterday
Deployables of the same type will now snap together: Eg walls will snap together
Yesterday
tweaked collision on abyss horizontal barrel so it's within the bounds of the deployable
Yesterday
Bugfix: powering up auto-turret now runs a search - Simplify and clean authDirty-related code One of previous bugfixes mucked this up by allowing authDirty to desync. There's still a case that's possible, so one more fix needed. Tests: powered up the turret by standing in front of it - it started shooting correctly
Yesterday
merge from main
Yesterday
improved topology-based max carve height to produce a better gradient
Yesterday
manual anchor fbx update and some priliminary texture/material work
Yesterday
Huge code cleanup Introduce two modes, simple or advanced snapping behaviours
Yesterday
Remove some voice lines that seemed out of place
Yesterday
Merge from negative_source_modifiers_godmode
Yesterday
Modifiers with a negative source (eg: incapacitate/blind darts) no longer get added to god mode players. Added Modifier.HasNegativeSoruce()
Yesterday
Pre-emptive reload when mag not full and target not seen for a while
Yesterday
tweaked wall storage deploy volumes to allow for small wood storage
Yesterday
add store icons
Yesterday
M15 Pistol - Updated item name and description
Yesterday
Merge from snake_los
Yesterday
merge from fix_roof_stability
Yesterday
Remove instancing support from all non-standard shaders
Yesterday
Remove instancing support from all non-standard shaders
Yesterday
Snake LOS improvements
Yesterday
Merge from parent
Yesterday
merge from purifier_waterloss_fix
Yesterday
merge from ui_volume_slider
Yesterday
subtract jungle_update/spatial-biome-fog/fogmethod1
Yesterday
merge from jungle_update/spatial-biome-fog/fogmethod1
Yesterday
Merge from naval update
Yesterday
Merge from main