125,561 Commits over 4,171 Days - 1.25cph!

2 Months Ago
Codegen
2 Months Ago
Resolved auto turret merge conflicts
2 Months Ago
Clean: simplify previous bugfix Tests: ran the unit test
2 Months Ago
Update: Projectile.TestConsistency now checks for number of phys commands issued Tests: unit test passes
2 Months Ago
Bugfix: Projectile.TestConsistency - when substepping movement, use the right trace result Tests: consistency unit test now passes
2 Months Ago
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2 Months Ago
Bugfix: TestProjectileEntity now works in C+S Tests: ran the previously failing unit test
2 Months Ago
Bugfix: Projectile.Batch - don't over-simulate prjectile when reacting to a hit/ricochet Also noticed serial test vs entity is failing - will fix next Tests: single-projectile-batch test passes, but the whole batch fails
2 Months Ago
Dont try and flee to a monument if you're already inside one (improved)
2 Months Ago
- Have scientist aim up and down instead of only horizontally (only visual) - Fix scientists looking at the lkp through walls instead of looking at potential ways the target could be coming from (only when staying in cover for now)
2 Months Ago
Dont add no go zone if user is in monument, cache IsMonument status on the actual zone itself
2 Months Ago
updated the diy hammock from blockout to finalised mesh and textures
2 Months Ago
merge from main (AutoTurret.Server conflicts)
2 Months Ago
Restored UIBackgroundBlur-IngameMenu mat
2 Months Ago
Store DLC tab wip
2 Months Ago
Update: ProjectileTests.TestConsistency - debug code to isolate projectile Still fails on 520, but now with different results(proj moves, but different height). Tests: ran unit test - fails (expected)
2 Months Ago
Update: ProjectileTests.TestConsistency - rewrote logic to run both serial and batched in one test - Removed old serial validation logic - Renamed PerfSerial test to Performance (since it also runs batched variation) Detects an issue currently, investigating. Tests: ran the new test - fails (kind of expected, but still suspicious)
2 Months Ago
Use plane height for random restricted patrol size destinations and flee positions
2 Months Ago
fixed abyss skin item def being null (wrong reference name)
2 Months Ago
Fixed store overlay cart button styling when the pack is owned
2 Months Ago
rebake CraggyIsland water and height maps - resolves "water holes"
2 Months Ago
Store overlay pages auto cycling
2 Months Ago
phrases
2 Months Ago
merge from autoturret_optim (fixes)
2 Months Ago
Move SH calculations to vertex shader, use Unity shadow fade function for shadow to SHDO transition/blending, remove unneeded interpolators, fixed precision issue causing SHDO flickering when in shadow range.
2 Months Ago
merge from FrontierGate_Token
2 Months Ago
merge from store-june-2025
2 Months Ago
"View in inventory" button leads to the new item after opening a crate
2 Months Ago
Merge: from main
2 Months Ago
Update: AutoTurret.ProcessInterferenceQueue - remove last float time calc Think all server-side logic has been ammended Tests: builds in editor C+S
2 Months Ago
Added navigation url support to steam inventory
2 Months Ago
Update: AutoTurret.nextAmmoCheckTime -> double Tests: builds in editor C+S
2 Months Ago
Update: AutoTurret.nextForcedAimTime -> double Tests: builds in editor C+S
2 Months Ago
Merge from parent
2 Months Ago
added workshop source locker that has shelves and doors
2 Months Ago
Reduced flickering from dropped flares Completely remove flickering if limit flashing option is enabled
2 Months Ago
Remove temp testing walkways
2 Months Ago
Re pivoted all of the floating walkway prefabs and adjusted the buoyancy points for better movement
2 Months Ago
Possibly fixed simple floating platforms flipping
2 Months Ago
Fixed SimpleFloatingEntity running logic if no players are nearby
2 Months Ago
Copy the terrain water system over to the floating city system so that water level queries work as expected (copied from craggy) Added a new ForceSpawnPoint component, if this is present in a scene the player will always spawn there (editor only)
2 Months Ago
Merge from main
2 Months Ago
Merge from parent
2 Months Ago
Fix out of range exception in PlayerModelCinematicList.UpdateCinematicAnimations when running with bundles in editor
2 Months Ago
Fix some collision meshes not being R/W
2 Months Ago
Fixed NREs when opening crate in steam inventory
3 Months Ago
Switch to loading/unloading scenes async so we can always do it additive Fixes to get almost in game
3 Months Ago
Merge from main
3 Months Ago
WIP using scenes to speed up asset warmup
3 Months Ago
Arctic value compensation for new haze falloff curve.