162,334 Commits over 4,597 Days - 1.47cph!

4 Months Ago
Made corridor stop transition pieces wider to account for train stations of different widths
4 Months Ago
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4 Months Ago
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4 Months Ago
More prefab cleanup
4 Months Ago
merge from fix_cliff_gaps
4 Months Ago
Applied a similar fix as 158818 to cliff_tall_slope_r_[a-b] prefabs to prevent holes in terrain at the corners of the cliff
4 Months Ago
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4 Months Ago
Tightened anchor setup on cliff_hills_large_c
4 Months Ago
merge from game_room_dlc
4 Months Ago
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4 Months Ago
updated dartboard texture so that no. 16 is more clearly visible
4 Months Ago
fixed rotation of the pooltable balls so numbers are facing up by default
4 Months Ago
Possible fix for sfx error when entering network range of dome
4 Months Ago
update to pooltable and textures. flattened cloth so its not visually confusing. rebaked pooltable and updated textures
4 Months Ago
merge from main
4 Months Ago
Merge from satellite_crash
4 Months Ago
Remove the fuel text placeholder
4 Months Ago
Remove some dead UI
4 Months Ago
Fixed HAB with armour not calculating correct max health on the server after server restart due to spawn ordering - now explicitly rebuilding max health from children on PostServerLoad()
4 Months Ago
Initial setup
4 Months Ago
Update dart offset in viewmodel and event on throw animation
4 Months Ago
Double the speed of navmesh generation, fix some loading saves not working, fix some navmesh tiles missing, add logs to troubleshoot OOM issue
4 Months Ago
Merge from main
4 Months Ago
Add build artefacts for all platforms
4 Months Ago
Remove debug.break left by accident
4 Months Ago
¬!Dummy commit
4 Months Ago
Remove the rotation on descent
4 Months Ago
jukebox - glowy lighting turns off and on when power is supplied - tweaked material emit values - prefab updated
4 Months Ago
jukebox - added a warm glowy lighting effect - updated model with second uvchannel - updated textures - updated materials
4 Months Ago
Cherrypicked from 151180
4 Months Ago
Update: try using CoreCLR's ConcurrentQueueSegment as a Pool implementation Leaks a bit in busy MT perf tests, but breaks down at 32 threads (can leak up to 50% of the buffer). Not good enough on it's own Tests: ran perf and unit tests
4 Months Ago
Merge from main
4 Months Ago
Added tap sounds and reassigned pipe creak sounds
4 Months Ago
Fix tile seams not being perfectly aligned because of quantization
4 Months Ago
Switch satellite_remains to use its dedicated collision mesh instead of the model one.
4 Months Ago
Delete empty folders
4 Months Ago
Satellite.entity realmedremove tweak
4 Months Ago
Sertup realmedremove on satellite_remains. Moved FX to client only.
4 Months Ago
Delete 3 unused models/prefabs
4 Months Ago
Tweak FX positions, think they were slightly out (unless intentional?) Move them to satellite hierachy for rotation
4 Months Ago
Merge from PlayerMaintainedMonuments/powergrid
4 Months Ago
Removed green light from powerline electric box Adjusted timings of jacobs ladder effect, should be visible much less frequently Reduced cull distance for jacobs ladder effect to 30m
4 Months Ago
merge from cui_updates
4 Months Ago
Fixed child buttons of a non-interactable CanvasGroup gameobject not properly updating the button colors upon initially getting created
4 Months Ago
Zoom out and frame the point between target and control computer when opening the targeting map UI
4 Months Ago
main -> game_room_dlc
4 Months Ago
Merge from PlayerMaintainedMonuments
4 Months Ago
Merge from main
4 Months Ago
Dont stop a pool game if someone moves too far away. Just base it on the last time a shot was taken
4 Months Ago
game_room_dlc -> main