135,647 Commits over 4,293 Days - 1.32cph!

2 Days Ago
merge from naval_update
2 Days Ago
merge from main
2 Days Ago
Don't reloading the PT boat turrets when turrets are full - they have to have fired a shot first
2 Days Ago
Updated ghost ship map marker icons Fixed rotations not matching
2 Days Ago
vedning_machine_vis_fix -> main
2 Days Ago
Fix fetch cycle throwing an NRE
2 Days Ago
Added search bar and failed/passed filtering
2 Days Ago
adjusted lod distances on various boxes
2 Days Ago
main -> travelling_vendor_vis_fix
2 Days Ago
mountplayersync_ai_bypass -> main (yolo2)
2 Days Ago
Remove garbage allocations from BaseMission.id property Codegen
2 Days Ago
2 Days Ago
metal box matrix setup, updated icon
2 Days Ago
metal box removing temporary files
2 Days Ago
removed slight finger clipping on vm paintball gun admire animation
2 Days Ago
fixed crazy deploy size on paintable reactive target
2 Days Ago
Compile fix
2 Days Ago
added correct collision for window paintable but still cant see paint
2 Days Ago
latest paintable reactive target lods with power sockets skinned to rig and exported
2 Days Ago
Reinstate GetDeployAndEditPositionRotation checks. Temp disable parent boat chceck for finish editing.
2 Days Ago
Fixed minor zfighting in stone component box and fixed slightly offset origin, refactored explosives component box FBX to separate out glass
2 Days Ago
Applying all my recent shelved work.
2 Days Ago
Merge from naval_update
2 Days Ago
param changes to stone component box corpse, reran manifest
2 Days Ago
merge from naval_update
2 Days Ago
Prevent storage adaptor placement on boats
2 Days Ago
Updated performance logging to include the new shadow quality preset ConVar
2 Days Ago
stone box gibs corpse WIP
2 Days Ago
export update moving camera to origin
2 Days Ago
Merging main to build_cache_redirect
2 Days Ago
ore box prefab adjusted
2 Days Ago
ore box added corpse, split off matrix, lod adjustments, model adjustments
2 Days Ago
food box prefab tweaks for socket
3 Days Ago
Update ignore list to include new boxes
3 Days Ago
Merge from storage_adaptor_box_collisions
3 Days Ago
Merge from main
3 Days Ago
DeployVolume entity group lists now respect the entityMode field Switched the storage adaptor deploy volume collision check to ignore wooden boxes (will still be affected by prevent building check) Converted entity list to a EntityGroup for easier management
3 Days Ago
Icon commit pt 2
3 Days Ago
Icon commit pt 1
3 Days Ago
Added a placeholder charm selector to the skin selector box in the crafting screen Added support for adding arbitrary PropRenderers to the Icon Geneartor manifest (very hacky, needs some cleanup)
3 Days Ago
Convert AccessoryManager into a singleton scriptable object Add a new AccessoryItem class, derives from SteamInventoryItem, basically a skin that points to a charm prefab Convert spawning processes into GameManager so we can use pooling Store a selected charm per item in PlayerPrefs, similar to how we store the selected skin per item
3 Days Ago
Merge from main
3 Days Ago
Merge from naval_update
3 Days Ago
Minor TestRunner refacto
3 Days Ago
Don't turn on all child objects of culling volumes, was only needed to work around an editor bug
3 Days Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for NREs and errors when using -enable-new-server-occlusion-groups - Unit tests to cover parts of old logic and entirety of new logic behavior. 20 tests totaling 255 permutations. Tests: unit tests + 2p on craggy with noclip, teleportation, disconnect, killing sleepers and using OcclusionValidateGroups
3 Days Ago
Added progress bar, some layout changes TestRunner can return its progress at anytime when running tests
3 Days Ago
Clean: Calrify in a comment what provisions does new logic can guarantee Tests: none, trivial change
3 Days Ago
Merge: from main Tests: none
3 Days Ago
Merge: from useplayertasks_removegroupocludee_nre Tests: unit tests + bunch of manual tests