134,368 Commits over 4,293 Days - 1.30cph!

7 Months Ago
snap_deployables -> main
7 Months Ago
Slightly increase the bounds of furnaces and shelves so they can be used with snapping
7 Months Ago
Hide party invite pop-up if accepting invite inside the friends menu
7 Months Ago
Setup new menu option for deployable snapping modes
7 Months Ago
Much cleaner wall snapping behaviour Setup custom corner padding on each deployable (set up large box)
7 Months Ago
Fixed vine visual stopping animation if a vine swing was started less than 2s after the last vine swing
7 Months Ago
Subtract 123923
7 Months Ago
Give warning when party invite is sent to non-friend indicating it will likely be blocked
7 Months Ago
Merge from main
7 Months Ago
Snap deployables into corners if you are close enough to the corner of the wall and holding 'shift' Math was a bit difficult here due to a lack of a general wall direction vector: calculating plane corner intersections with wall normals and rayhit points along the wall
7 Months Ago
Fixed small wooden box not casting shadows
7 Months Ago
Added debug.lookingAtRay, returns more reliable info about what you're looking at. Also now works for non-entities.
7 Months Ago
Fix party invite from friend menu when accepting invite via party invite popup
7 Months Ago
Brightness tweaks.
7 Months Ago
Further iteration
7 Months Ago
support live edit of biome fog shore distance falloff in editor
7 Months Ago
7 Months Ago
Update: projectile-water test via Craggy Pretty close to covering all cases Tests: ran new tests
7 Months Ago
Update: Projectiles that are managed by unit tests only run 1 substep Tests: projectile unit tests now pass
7 Months Ago
Update: Projectile Tests now run inside Craggy Most tests are failing because now their substepping eventually hits water/terrain - will fix next. Tests: ran unit tests
7 Months Ago
Update: TerrainTexturing - defer init in editor, relly on manual init by user This prevents it from screwing unit tests when loading scenes Tests: ran part of updates projectile unit tests (to be committed)
7 Months Ago
Revert execution order changes
7 Months Ago
Revert compute changes
7 Months Ago
Revert script changes
7 Months Ago
Revert prefab changes
7 Months Ago
Revert package changes
7 Months Ago
Revert platform changes
7 Months Ago
Merge from manual_anchor
7 Months Ago
Revert changes to shader includes
7 Months Ago
Reverted changes to supported shaders
7 Months Ago
Revert changes to ProjectSettings
7 Months Ago
More work on railings and stairs for floating walkways
7 Months Ago
merge from main
7 Months Ago
merge from main
7 Months Ago
Update: adding mounted-player related tests - Fixed names of tests as turns out if they share a name, then all of them get executed when trying to run only one - Fixed not cleaning up palyer's physics objects at the end of tests (caused tests to fail unexpectedly when ran all together) - test projectile now has thickness (relevant to test with players in same vehicle) Tests: ran all unit tests
7 Months Ago
fix server compile
7 Months Ago
some more progress on the manual anchor
7 Months Ago
.mat changes
7 Months Ago
New inventory crafting modal + generic modal component
7 Months Ago
redesigned inventory overlay warning + button prefabs
7 Months Ago
Remove some barks
7 Months Ago
Change push bark
7 Months Ago
Remove another bark, change push bark
7 Months Ago
Remove peek VO
7 Months Ago
merge from main
7 Months Ago
- When a scientist just shot the player, have him ask support from other scientists to rush - Allow some voicelines to ignore cooldowns when they are important
7 Months Ago
Merge from vsync_limit_fix
7 Months Ago
Connected Session new design