142,855 Commits over 4,383 Days - 1.36cph!

Yesterday
Add general fade in/out support
Yesterday
Exploring a new AnimationSubSystem class to standardise the new player model handle techniques we've been using for various one shots and other features Replaced the dedicated OnPhone state in the PlayerAnimator with a new TelephoneAnimationSubSystem
Yesterday
Fix primitive object hole assets front/back faces Change gizmos to use transform Move terrain shader from front of queue to back for now Remove stencil writing from terrain depth prepass Restore original terrain stencil state Remove holemap Add debug option to hole shader to see front/back faces Subinstance culling with degen triangles Sample terrain height in hole vertex for high res interpolation and discard in fragment if above terrain Automatically start depth prepass when TerrainHoleRenderer is active
Yesterday
Industrial Autoturret - GIBs, icon, prefab setup
Yesterday
- Fixed mortar UI not scaling with wide screens - Removed mounted protection from mortars - Fix mortar shells LOD culling - Space out sockets to fix handle hanging off edges + being able to shoot through walls. - Play other fire impact vfx - Fix mortar handle clipping into ground (because it length is now controlled by the animator)
2 Days Ago
Merge from elevator_fixes_apr_26
2 Days Ago
▍▍▆▇▍▅█ ▊▍▋▊ ▇█▄▌▇█▆▊▊█▉▍█▋▆▊▍▌▍▉▉
2 Days Ago
Allow elevator cables to update while offscreen
2 Days Ago
█▅▅▋ ▉▉▄▅▉▉▇ ▄▇█▋█▆█ ▉█▄▌█ ▇█▇▄▄▄ ▉█▋█▅▌ ▆▌▌ ▄▉▍▇▆▌▍▇ █▆▌▊▌██ ▊▋▉▊ ▋▆ ▆█▍▅
2 Days Ago
added and created lods for both prototype and defensive upgrades. updated visual prefabs
2 Days Ago
updated placements for prototype and defensive upgrades on each tier including engineer workbench. Adjusted shelving on engineer workbench to accomodate prototype upgrade
2 Days Ago
Merge from heldentity_preprocess_fix
2 Days Ago
Fix NRE in HeldEntity.PreProcess
2 Days Ago
Merge from 3p_spectator_improvements
2 Days Ago
Merge from main
2 Days Ago
Teleport players back into their rooms (if possible) instead of killing them after being disconnected for >20m in the apartment safezone - will still show warning when logging out but worth giving them a chance since players will spend more time inside apartment safezone - assign the apartment complex to the safezone during startup
2 Days Ago
Add teleport anchors to the apartment rooms
2 Days Ago
Added some self checks in launcher DLLs * Probing for potential issues with deep install locations, maybe this is why some clients can't init CEF on game launch? * Bumped PATH buffer in the launcher DLLs Many minor cleanups More cleanups Added some bounds checks to networking code
2 Days Ago
defensive and prototype upgrade mesh and wip textures added
2 Days Ago
Fix upkeep calculations not being correct & persist reference to terminal across restarts
2 Days Ago
Remove 'if !CLIENT' region that caused the snapshot command to not work in the editor
2 Days Ago
Add collider for upkeep terminal
2 Days Ago
Apartment complex b roof fixes
2 Days Ago
Industrial Autoturret - Updated textures, model, guidemesh, added LODs, misc prefab setup
2 Days Ago
industrial garage door - greybox model - prefab created - item created - icon created - ran manifest and localization
2 Days Ago
Update manifest
2 Days Ago
Print error if upkeep terminal isn't found when calculating rent so we don't get kicked in editor
2 Days Ago
Add upkeep terminals to all the apartment rooms
2 Days Ago
Merge from viewmodel_early_disable_fix
2 Days Ago
Applied to other grenade types, bandage and medical syringe
2 Days Ago
Add the "Rent Due" vital to `GameUI.Hud.Vitals` and shift all the existing vitals so you can see them all in the editor
2 Days Ago
Add new vital for "Rent Due" and show it when they don't have any upkeep time paid for
2 Days Ago
Start moving physics overlaps to use scheduling, with OverlapSpheres / OverlapCapsules now returning a JobHandle, existing integrations immediately call Complete for the time being - antihack and gamephysics consistency tests pass
2 Days Ago
Tiny rename
2 Days Ago
Update: repack player cache and dependent state as players are removed Should allow us to clean up a bit of indirection and optimize things further Tests: 2p session on Craggy with disconnects and being kicked for flying under terrain
2 Days Ago
Reprocess apartment upkeep terminal prefab
2 Days Ago
Add protobuf reference from ApartmentRoom -> Upkeep terminal
2 Days Ago
Include the code we removed when splitting into files
2 Days Ago
merge from darts_minigame -> game_room_dlc/darts_game (better parent branch for sharing code)
2 Days Ago
Split apartment room code into multiple files and subscribe for inventory updates from all furniture so we can recalculate upkeep every time it changes - same code as TC that debounces the updates to only recalculate 1x per second - this shouldn't be too many updates: without industrial the only time upkeep will recalculate is when paying for upkeep or a player is actively in their room looting
2 Days Ago
Start making upkeep terminal entity for apartments
2 Days Ago
Add upkeep terminal to medium apartment so there is a place to store scrap for upkeep (rather than it magically taking it out of a chest) and see how much your daily upkeep (rent) is
2 Days Ago
Swap the small apartment from the loot crate prefab to a small wooden box so it has something to store items
2 Days Ago
Fix issues with camera reset lerp
2 Days Ago
merge from efurnace_emission_fix
2 Days Ago
workshop and emission toggle HDR potential fix (for efurnace)
2 Days Ago
Added new input system package
2 Days Ago
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work 2/2
2 Days Ago
Yolo updated the unity.ugui package to latest available version Re applied our custom changes on top, seems to work
2 Days Ago
Tone down the emoji scale