139,024 Commits over 4,474 Days - 1.29cph!

Yesterday
Remove the rotation on descent
Yesterday
jukebox - glowy lighting turns off and on when power is supplied - tweaked material emit values - prefab updated
Yesterday
jukebox - added a warm glowy lighting effect - updated model with second uvchannel - updated textures - updated materials
Yesterday
Cherrypicked from 151180
Yesterday
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
Yesterday
Merge from main
Yesterday
Added tap sounds and reassigned pipe creak sounds
Yesterday
Fix tile seams not being perfectly aligned because of quantization
Yesterday
Switch satellite_remains to use its dedicated collision mesh instead of the model one.
Yesterday
Delete empty folders
Yesterday
Satellite.entity realmedremove tweak
Yesterday
Sertup realmedremove on satellite_remains. Moved FX to client only.
Yesterday
Delete 3 unused models/prefabs
Yesterday
Tweak FX positions, think they were slightly out (unless intentional?) Move them to satellite hierachy for rotation
Yesterday
Merge from PlayerMaintainedMonuments/powergrid
Yesterday
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
Yesterday
merge from cui_updates
Yesterday
Fixed child buttons of a non-interactable CanvasGroup gameobject not properly updating the button colors upon initially getting created
Yesterday
Zoom out and frame the point between target and control computer when opening the targeting map UI
Yesterday
main -> game_room_dlc
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Merge from main
Yesterday
Dont stop a pool game if someone moves too far away. Just base it on the last time a shot was taken
Yesterday
game_room_dlc -> main
Yesterday
Ensure cue ball starts on the line is should
Yesterday
merge from main
Yesterday
Add a dedidated SatelliteCrashLoot config. Referenced it on satellite crates. Still a copy of the Heliloot for now, but ready to be balanced separately now.
Yesterday
Ensure 8 and 5 ball aren't swapped on the backend - woops
Yesterday
Add resource dispenser component to satellite remains
Yesterday
Stop the racked balls clipping into each other
Yesterday
jukebox - updated model - removed redundant models - moved materials and textures and removed duplicate folder
Yesterday
Ensure pool balls are set to an identity rotation when first spawned
Yesterday
merge from main
Yesterday
Compile fixes
Yesterday
Remove WIP text on the pooltable
Yesterday
merge from main
Yesterday
Updated cui_test "YES" button to use TopLeft tooltip position so it can be tested easily (ideally at ~30FPS)
Yesterday
Fixed tooltips flickering at the default position (up top) for the first frame when they are set to use a different position Removed "HELLO" debug log in TopLeft positioned Tooltips
Yesterday
merge from 2Bench2Fixed
Yesterday
merge from Softcore_T2T3bench
Yesterday
merge from fix_cliff_gaps
Yesterday
Merge from PMM
Yesterday
merge from main
Yesterday
Merge from sleeper_hardcore_fix
Yesterday
Fixed not being able to loot sleepers in safe zones in hardcore
Yesterday
Merge from powergrid
Yesterday
S2P dome
Yesterday
Added some pfx when the crude oil is pumping at dome
Yesterday
Halved crude oil rate Doubled duration of rig timer Same amount overall, now just takes 20 minutes
Yesterday
Can no longer knock on the garage door at gas station Rename the garage door prefab to remove the space in it's name