198,616 Commits over 4,140 Days - 2.00cph!

4 Days Ago
cherrypicking: fix_triangle_floor_stability 125292 Update legacy wood store steam item 125454
4 Days Ago
Arc ball controls when opening skin viewer full screen Tweaked a lot of items pivots
4 Days Ago
ghost ship set dressing push material tweaks, decal layer tweaks
4 Days Ago
Fish pile generic tileable textures Fish piles prop meshes, colliders and prefabs Some new blood and gore decals for set dressing
4 Days Ago
S2P outpost, bandit camp, fishing villages, stables, large oilrig
4 Days Ago
UI windows will try and repair themselves if left in a broken state
4 Days Ago
dont create particles if outside LOD radius
4 Days Ago
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4 Days Ago
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4 Days Ago
Fixed connect button screwed up button icon size
4 Days Ago
Prefab scroll bar
4 Days Ago
Prefabbed sidebar on play and fixed scrollbar
4 Days Ago
Make ch47 carve navmesh to prevent heavy scientists clipping into it when dismounting
4 Days Ago
Update: DemoBuildingsViewer - export base as a json file Going to see if it's enough to rebuild the base for the benchmark Tests: exported largest base from my demo
4 Days Ago
More changes to premium icon foil shader
4 Days Ago
Foil shader now works across the screen if you want it to
4 Days Ago
Fixed foil shader script frequently the shared material Create a new material instance for each foil instance (required since UI cant use property blocks)
4 Days Ago
Restored menuui2 main prefab
4 Days Ago
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4 Days Ago
Missing _styles folder Prefabed SkinViewer2
4 Days Ago
Move buttons to styles folder, move demos to modal and rename
4 Days Ago
Restructure folders
4 Days Ago
Update legacy wood store steam item
4 Days Ago
Fix search bar, folder structure clean up
4 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
4 Days Ago
Setup new heavy scientist prefab and get them to bet dropped by the chinook
4 Days Ago
Sidebar component, and positioning fix
4 Days Ago
Skin viewer nre fix, some tweaks
4 Days Ago
Add admin "bot.crouch" command to help test with nametag visibility testing.
4 Days Ago
Run the asset warmup optimized for asset scenes on monument prefabs after loading them for procgen too This avoids an extra copy of the prefab and doing extra work at runtime
4 Days Ago
Merge from parent
4 Days Ago
Merge from main
4 Days Ago
merge from main
4 Days Ago
Remove unused fields in chinook code as well as for loops with a hardcoded single iteration, comment public fields to make it clear what the difference is between scientistPrefab and dismountablePrefab
4 Days Ago
merge from no_build_zone_height_visual
4 Days Ago
merge from lock.key.item
4 Days Ago
merge from fix_userbutton_steamid_copying
4 Days Ago
merge from invis_indicator
4 Days Ago
merge from static_entities_hostile_fix
4 Days Ago
merge from mummywraps_shadowlod
4 Days Ago
Merge from hardcore_refresh
4 Days Ago
Suppress warnings in Compass and CompassViewmodel
4 Days Ago
Merge from hardcore_refresh
4 Days Ago
None compile fix (CompassViewmodel)
4 Days Ago
Support alpha clipping the fog of war so we get hover events on things like vending machines that have been revealed by fog
4 Days Ago
Merge from main
4 Days Ago
Protocol++
4 Days Ago
Merge from main
4 Days Ago
Use mips in SH baker to better emulate in game shadows, add mip and sampling options, improve shadow fade transition, fixed issue with multiple materials (again), add spawning method for all effected meshes for testing
4 Days Ago
Merge from trimmed_asset_warmup/scene_warmup