141,381 Commits over 4,352 Days - 1.35cph!

2 Months Ago
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2 Months Ago
setup 3p shield anims and applied to player animation.controller
2 Months Ago
reactive target unstuck-ing force trigger collider
2 Months Ago
initial step towards making proper shore vector generation fast enough to avoid blitting data for the deep sea - Native DistanceField methods using jobs and burst - jobified various other parts of the shore vector generation - fixed batched HeighMap position query not using the deepsea data - about a third of the previous runtime currently but still too slow
2 Months Ago
Merge from naval_update
2 Months Ago
- Prevent scientists from being overly agitated (going from hiding spot to hiding spot never pausing in between) when peeking and flanking both are not possible - Prevent scientist on other floors or sniped from being too agitated (peeking and wobbling a lot) even though nothing is happening near them - Fix scientists throwing grenades while searching or while being surprised
2 Months Ago
Easel code cleanup
2 Months Ago
Update(breaking-change): WorkQueueProfiler now also reports BudgetTime - breaking as this doesn't match CSV template Tests: none, compiles
2 Months Ago
Update: WorkQueueProfiler now sends an extra aggregate record for queues We could aggregate it on the backend, but that would mean sending through potentially a hefty amount of empty records Tests: compiles
2 Months Ago
Paintball projectile is its own thing instead of a glowing tracer. (Needs tinting in code)
2 Months Ago
Charcoal Comp Box - blockout prefab configuration
2 Months Ago
Merge from main
2 Months Ago
Merge from naval_update
2 Months Ago
Folder structure for rentable shop kiosks + temporary trim planning textures
2 Months Ago
Signage LOD NRE guard
2 Months Ago
Clean: add a couple TODOs for when I'll be going through old analytics code cleanup Tests: none, trivial changes
2 Months Ago
dance animation updates
2 Months Ago
Update: extracted PersistentObjectWorkQueue.TelemStats into WorkQueueTelemStats - made ObjectWorkQueue populate it - every queue now always logs it's budget time, even if it has no work to run (so that we can estimate budgetted/total time %) Opens it up for use in custom queues as well, but I'll cross that bridge later Tests: compiles
2 Months Ago
Dropped item fix
2 Months Ago
updated skins list - silly horse mask was set to wrong steam id
2 Months Ago
some vertex normal weights polish on doorway and window blocks added doorway and window blocks projected decal for the bone ornaments crypt bones decal projector files/textures
2 Months Ago
Fix pool leak
2 Months Ago
Bugfix: ensure Runtime profiler reports WorkQueue and Invokes from the same frame - moved it's logic to be invoked via PostUpdateHook.OnLateUpdate, rather than slamming it directly into PostUpdatehook internals Previously invokes would be from last frame, while work queues would be from current. It's still a little wrong, as we're reporting it as data from last frame - but at least it's consistently wrong Tests: none, will deal with any fallout later
2 Months Ago
Merge from artist_pack_dlc
2 Months Ago
Merge from main
2 Months Ago
Update: rejig a couple parts of TelemStats to simplify code Tests: compiles
2 Months Ago
- Paintball gun no longer applies paintball colours to the particle effects of entities which have custom impact effects setup - Fixed train bell dinging every time we just wanted to know what its impact effect is. Bell now dings when it's attacked
2 Months Ago
merge from main
2 Months Ago
Add DecalOffset component to allow decals to be offset along their relative y-axis Added this to paintball decals to fix most issues of them not appearing on some building surface types. Still an issue for the hard side of shipping container walls, might need an additional option to set per surface type.
2 Months Ago
merge from main
2 Months Ago
Updated Horse Mask LODs
2 Months Ago
3p jump mid air anim exported after editing and assigned to playeranimation controller
2 Months Ago
reworked shoredata blitting to handle rotated bounds properly and not clamp-extend outside pixels
2 Months Ago
Deleted extra icon
2 Months Ago
foundation triangle crypt displays correct wall type
2 Months Ago
Fixing ak 47 anims not having tanslation baked into prop bones
2 Months Ago
Merge from sails_motion_vector_fix
2 Months Ago
re-applied crypt building grades to blocks post merge
2 Months Ago
Upgrade Standard-Wind shader to match Standard Use Standard-Wind for sails to fix motion vectors
2 Months Ago
scientist_boats_gameplay_pass_4 -> main
2 Months Ago
Compile fix
2 Months Ago
scientist_boats_gameplay_pass_4 -> main
2 Months Ago
main -> scientist_boats_gameplay_pass_4
2 Months Ago
Use setup the correct starting rotation when mounting a turret
2 Months Ago
Merge from workcart_leak_fix
2 Months Ago
Run camera animation stuff in update rather than messing around with invokes or seat overrides
2 Months Ago
- Fix head animations not working in build on the PT Turret - Stop get eye override cycling calling itself in some scenarios - Ensure IsEmpty is also set when jumping off a reloading turret - Remove Interface for mounted weapons - just look at the mounted weapon script instead
2 Months Ago
fix PT boat turret movement sounds recycling too aggressively (fixes silent rear turret movement) fix PT boat turret dryfire sound spamming add light toggle sounds to PT boat (just playing flashlight on/off currently)
2 Months Ago
Fix paintball and pistol ammo english strings
2 Months Ago
fixed signal computer scale genericspawnpoint now draws meshfilters at correct rotation/scale/position regardless of nested depth in prefab