141,884 Commits over 4,383 Days - 1.35cph!

9 Months Ago
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9 Months Ago
merge from outpost_mission_fail_cooldown
9 Months Ago
merge from snapping_cant_deploy_fixes
9 Months Ago
merge from snapping_buildingblock_padding_fix
9 Months Ago
merge from abyss_barrel_sitem_remove
9 Months Ago
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9 Months Ago
Fix SHDO baking with with muliple materials and when no material has been assigned. Add baking scene and baking prefab.
9 Months Ago
Compile fixes
9 Months Ago
More gesture wheel fixes
9 Months Ago
Polished gesture list, split assigned and unassigned gestures
9 Months Ago
Apply delta time
9 Months Ago
Expose a MovementMultiplier slider to SimpleFloatingEntity
9 Months Ago
Reapply the subtraction 124982 124983 of the other subtraction (revert_metabolism)
9 Months Ago
Compile fix
9 Months Ago
UI_Window warning editor only
9 Months Ago
Gesture menu progress
9 Months Ago
Restored store cart button
9 Months Ago
Small fixes and tweaks
9 Months Ago
Restored F1 item menu
9 Months Ago
Subtract 124976
9 Months Ago
Subtract 124978
9 Months Ago
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9 Months Ago
Fixed missing antlion guard step sounds Make RemoveDecalsAt distance a float Added description to sv_sticktoground Use squared distances for RemoveDecalsAt internals Disallow Spawn() on world entity Add a confirmation dialog when trying to load a save that would changelevel Change implementation of VMatrix.InvertTR to avoid it crushing itself It's probably a bit slower now, but returns actually correct values VMatrix:GetAngles uses a normalized matrix internally so scale doesn't affect results as much Added ai.GetNodeCount Properly fix the particle related crash, and fix regression
9 Months Ago
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9 Months Ago
Properly fix the particle related crash, and fix regression
9 Months Ago
revert_metabolism -> main
9 Months Ago
Properly revert
9 Months Ago
compile error
10 Months Ago
Make RemoveDecalsAt distance a float Added description to sv_sticktoground Fixed POSIX compile error Use squared distances for RemoveDecalsAt internals Disallow Spawn() on world entity Add a confirmation dialog when trying to load a save that would changelevel Change implementation of VMatrix.InvertTR to avoid it crushing itself It's probably a bit slower now, but returns actually correct values VMatrix:GetAngles uses a normalized matrix internally so scale doesn't affect results as much Added ai.GetNodeCount
9 Months Ago
revert_metabolism -> main
10 Months Ago
Revert 123078
10 Months Ago
Baseline
10 Months Ago
Fixed workshop scene using jungle color grading if the camera is in a particular spot
10 Months Ago
Update: BaseRaidBench - emulate timed explosive fuse Not really important for now, but later once rockets fly upwards and have a chance to miss, this should make it match reality closer Tests: ran the scene
10 Months Ago
Fix scientist breaking their spine to look at a player behind them while they are sprinting away
10 Months Ago
- Better vislog for neck rotation limit - Lerp rotation instead of snap
10 Months Ago
Update: BaseRaidBenchmark - expose batching mode via component Tests: none, trivial change
10 Months Ago
Convars for aboard player and auto close sails checks.
10 Months Ago
Update: BaseRaidBench - disable camera shake and hurt effects Tests: ran the scene
10 Months Ago
Bunch of thrust position calculation improvements. Makes turning much more reliable on a bigger variet of boats for now.
10 Months Ago
Constrain angles the scientist can turn their virtual head at (on server, where there is no animation)
10 Months Ago
Removed test arg in initial home navigate
10 Months Ago
Gesture menu progress, some refactoring and polish
10 Months Ago
Water pump idle loop audio is now affected by occlusion.
10 Months Ago
Server Browser design changes
10 Months Ago
Thrust position calculation fix
10 Months Ago
Update: Add BaseRaidBench to build scene list and mark it for maps bundle - Also removed the nuked Foliage scene - forgot to clean it up Tests: none
10 Months Ago
ghost ship interior progress
10 Months Ago
Update: BaseRaidBench - unblock pooling Takes the edge off halfway through the benchmark, but initial 5 seconds are still rough. Tests: ran the scene
10 Months Ago
Add support for building block-specific padding offsets (eg increase y padding on shipping container foundations, or on the outer side of wood walls) (Ensures more accurate alignment of deployables on specific building block types.) Introduced a static dictionary mapping prefab names to custom Y and normal padding values. Added support for padding modes: StrongsideOnly, WeaksideOnly, and Both. Applied padding logic during downward placement and wall/corner snapping.