125,576 Commits over 4,171 Days - 1.25cph!

2 Months Ago
Fix more oilrig unreachable navmesh islands
2 Months Ago
Fixed cart button warning Fixed store search tab mask
2 Months Ago
Make path vislog more intuitive and consistent, fix heavy scientist sometimes struggling to find angle on player standing on top of building
2 Months Ago
Merge from gpuinstancefix
2 Months Ago
100 gpu instancing or read/write fixes.
2 Months Ago
Linked up all the store assets
2 Months Ago
merge from main
2 Months Ago
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2 Months Ago
Allow scrolling in vddraw window, filter out more verbose vlogs to prevent spikes when recording lots of scientists
2 Months Ago
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2 Months Ago
merge from projectile_jobs
2 Months Ago
RHIB Art Update
2 Months Ago
ensure effect processing always runs for projectiles when none need updates (fixes projectiles hanging around until another is fired)
2 Months Ago
Fixed interaction toast being weirdly layed out in bootstrap
2 Months Ago
Added medieval pack showcase Renamed all page overlay prefabs
2 Months Ago
Server Browser Rebuild() now runs in a Task, this stops frame drops and UI unresponsiveness when updating server lists Favourites now always appear at the very top of your listings no matter what browser you're in Sped up ServerResponded() 20% ~ quicker by using easy outs Sped up finding server mode tag
2 Months Ago
2 Months Ago
meta for images
2 Months Ago
Add automated screenshots instead of only serialized settings, fixed lighting
2 Months Ago
Add store images in all sizes
2 Months Ago
Restored abyss pack showcase Added new system to let us create mock items + tile prefab override
2 Months Ago
exported viewmodel SAR update anims and edited reload to idle blend on its anim controller
2 Months Ago
Eliminate the need to update call indices because they are stable and can be stored with each command
2 Months Ago
Made `count` property report the highest populated index instead of the allocated space.
2 Months Ago
Change proc anim components tick order, should be spine, then tail, then head
2 Months Ago
Do not tick procedural anim components when entity is culled
2 Months Ago
merge from projectile_jobs
2 Months Ago
Added and Setup Naval Improvised Plank Gibs
2 Months Ago
Update: BaseRaidBench - ensure results use 3-part format for key Tests: none, trivial change
2 Months Ago
New: Scenes/Benchmark editor top bar menu Tests: used all in editor - correct scenes opened
2 Months Ago
Added volumetric clouds option in the new settings menu
2 Months Ago
Merge: from main Tests: ran BaseRaidBenchmark via bootstrap flow
2 Months Ago
Update: BaseRaidBench - players outside base now aim at random players in base Tests: ran the scene
2 Months Ago
Modular Boats Small Ramp - First Iteration
2 Months Ago
Put cache under mode instead
2 Months Ago
Added prioritise premium toggle
2 Months Ago
server/none compile fix
2 Months Ago
cleaning up projectile TransformAccessArray properly
2 Months Ago
Update: BaseRaidBench - remove Projectile.Batched override Now that it's on by default, we no longer need this override. also makes it easier to control the benchmark externally Tests: ran the scene
2 Months Ago
Deleted Unused Collider Mesh
2 Months Ago
Setup Naval Improvised Plank Prefabs, Colliders, LODS
2 Months Ago
Update: BaseRaidBench - players moved to the base angle properly to fire Tests: ran the scenario
2 Months Ago
Merge from main
2 Months Ago
Changed the shader name of the render pipeline's deferred indirect lighting shader as it was the same as the shader in the main project which was causing issues when the new render pipeline wasn't in use
2 Months Ago
swap "survival" to "vanilla" Use correct tags for hardcore, softcore and primitive filtering modes
2 Months Ago
Merge from waterpump_occlusion_fix
2 Months Ago
Fluid switch and powered water purifier loop audio now also affected by occlusion.
2 Months Ago
Smart mode sorting (mode priority first then players)
2 Months Ago
Sorting via mode
2 Months Ago
enabled batched projectiles by default