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142,752 Commits over 4,413 Days - 1.35cph!

12 Months Ago
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12 Months Ago
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12 Months Ago
Restored hanging bulbs string light
12 Months Ago
Fixed some line generation issue
12 Months Ago
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12 Months Ago
Removing a point refunds the consummed length
12 Months Ago
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12 Months Ago
Revert UI.Options.Keybind.prefab, wasnt meant to be changed
12 Months Ago
Compile fixes
12 Months Ago
Fairy lights: can remove points and resume wiring by pressing E on the little box Added new keybinds for wire slack
12 Months Ago
update iconrender_improvements/batch
12 Months Ago
merge from main -> iconrender_improvements
12 Months Ago
Hook up 'connect to server button' to our existing connection logic. Works perfectly
12 Months Ago
Fixed incorrect button prefab sizing
12 Months Ago
Hooked up connect modal to server list entries (now displays server title) Hooked up cancel and quit buttons
12 Months Ago
Merge from steam_item_store_images
12 Months Ago
Continuing on blocking in materials on floating walkways
12 Months Ago
Fix duplicate icon being shown Fix small image being used as large Automatically remove duplicate image URLs
12 Months Ago
Abyss Containers - Updated model, LODs and some prefab setup
12 Months Ago
Prevent dud satchels from exploding if they are attached to a door that clips through a wall
12 Months Ago
Untested support for adding Steam item store images
12 Months Ago
Add editor tool to print count of active lights per entity (Tools/Optimize/Lights/Print Active Lights)
12 Months Ago
merge from roofbeams
12 Months Ago
Merge from fix_protobuf_length_prefix
12 Months Ago
Updated protobuf codegen to not break protobuf spec after copying optimizations
12 Months Ago
String lights refactoring: they now work similar to the tin can alarm and can be deployed like normal items. The wiring is done via invokes instead of OnInput through an HeldEntity
12 Months Ago
cache the terrain map preprocessing
12 Months Ago
added sync component to crossbow viewmodel animator
12 Months Ago
M15 Pistol - Greybox model and integration
12 Months Ago
Merge: from parallel_validatemove - Additional debugging logic to help track down mystery NRE Tests: ran around in editor in SERVER+CLIENT mode with useplayerupdatejobs 1
12 Months Ago
Merge: from main Tests: none, no conflicts
12 Months Ago
Debug: add a latch to track player disconnects & removal during ServerUpdateParallel Tests: unit tests + craggy in editor
12 Months Ago
Fix scientist not rushing to investigate noises when searching
12 Months Ago
Abyss Containers - Changed UI sounds, tried to fix adaptors unsuccessfully :(
12 Months Ago
Fix scientists getting stuck in search recursion
12 Months Ago
Debug: adding progress tracking to FinalizeTickParallel to help track down origin of NRE - also couple formatting fixes Tests: used mode on Craggy in editor
12 Months Ago
- Temp workaround to scientist not able to move on oilrig (oilrig thinks it's in water) - Fix getting stuck in search state - Fix scientist heading to a different floor when strafing
12 Months Ago
merge from hackweek_newlights
12 Months Ago
Abyss Containers - Fixed LODs and GIBs on vertical version
12 Months Ago
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12 Months Ago
- Make scientist head towards LKP instead of actual player pos - Add scientist search behavior when reaching LKP but no player is there - Simplify FindLKP - Fix FSM getting stuck in "roaming"
12 Months Ago
Fixed missing "clone" and "clone all" radial menu option icons for all berries Fixed wheat, rose, sunflower and orchid using incorrect icons
12 Months Ago
Added spherical spatial environment volume support for opaque objects
12 Months Ago
- Adapt killscientists command to kill new scientists - Fix NRE on scientist death - Fix target lost transition not working properly - Simplify FSM
12 Months Ago
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12 Months Ago
Cleaned the mess in the advanced christmas light folder
12 Months Ago
Merge from cavelargesewers fixes. (Fixed fume oddities and perf wasted on underground distance flares) cave_large_sewers_hard
12 Months Ago
Fluorescent light prefabs
12 Months Ago
Cleaned up neon light prefabs, renamed them to fluorescent lights Description and names
12 Months Ago
Removed problematic FX from the old Cave Large Sewers. Also stripped distance flares from these. No need for them indoors.