135,795 Commits over 4,444 Days - 1.27cph!

Yesterday
Manually lowered bear trap bounds and removed the mesh filter from the server trigger. Test passes
Yesterday
MonumentInfo auto fill tweaks
Yesterday
Created all monument info scriptables
Yesterday
Added execute method entrypoints for switching define symbols in order to make sure we can have both SERVER and CLIENT defines before running editor tests. Added modifications to jenkinsfile to use new FPBuild steps and updated fpb-config.json default parameters.
Yesterday
disable hit-guide shadow casting
Yesterday
dev rock mat
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
2 Days Ago
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
2 Days Ago
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
2 Days Ago
Add storage adaptor sorting to vending machines, fridges, wall cabinet They previously didn't support it since they aren't regular storage containers
2 Days Ago
client-only guard AtmosphereVolumeDrawPass
2 Days Ago
on-deploy default data fix
2 Days Ago
gas station maintainable car lift mockup
2 Days Ago
minimal rock sculpture prefab setup
2 Days Ago
Merge from main
2 Days Ago
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
2 Days Ago
buffer missuse fixes
2 Days Ago
wip glowing graffiti concrete tile setup. updated skins list, localization
2 Days Ago
merge from main
2 Days Ago
Basement corridor LODs and prefabs
2 Days Ago
merge from drone_keyboardlayout_fix
2 Days Ago
merge from workshop_inputs_fix
2 Days Ago
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2 Days Ago
Adding a couple more graffiti decals
2 Days Ago
merge from quarry_speed_fix
2 Days Ago
Set belt scroll speed multiplier to 0.63 so the speed of the belt visually matches the speed of the other rotating parts
2 Days Ago
Fix broken materials on the mining quarry top engine with LOD1
2 Days Ago
Neon splats carpet textures, material, skin asset, icon. Updated skins list, localization
2 Days Ago
Fixed workshop file dialog still using the old input system
2 Days Ago
Fixed shadow caching server compile errors
2 Days Ago
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
2 Days Ago
Merge from shadow_map_caching
2 Days Ago
Code gen after merge
2 Days Ago
Fixed drone controls not being keyboard layout aware
2 Days Ago
Merge from main
2 Days Ago
Add volume component for motion blur (2)
2 Days Ago
Add volume component for motion blur
2 Days Ago
Tier is driven by the highest key card required Popup styling update
2 Days Ago
skinnable and obj mesh for workshop
2 Days Ago
updated small backpack mesh
2 Days Ago
Updated all the volumes profiles for RRP that required auto exposure
2 Days Ago
Add support for real windows notifications
2 Days Ago
axisFromEdge lookup instead of computing it from the stride
2 Days Ago
Fix motion vectors from skinned meshes
2 Days Ago
WIP. Play windows notification sound and flash icon when the player has fully loaded into play state (loading screens gone, ready to play)
2 Days Ago
Metas