135,751 Commits over 4,444 Days - 1.27cph!

4 Months Ago
Fix FSMTransitionBase.get_Senses NRE
4 Months Ago
Revert region changes until next month - bring back ping for now
4 Months Ago
Fix "SwitchParent Missed scientist2.corpse" log when naval scientist dies
4 Months Ago
Fix error for boat floor frame. Add a null check to GetBlockedByErrorFromCollider.
4 Months Ago
Can now override store page elements as well
4 Months Ago
Added skin test material
4 Months Ago
Cannon animation updates to include fuse movement in the reloaded clip
4 Months Ago
exported updated motorboat sit anims
4 Months Ago
Scene2prefab
4 Months Ago
Scene2prefab
4 Months Ago
Scene2prefab
4 Months Ago
Add option to debug traces to ai debug prefab, to test bushes / smoke in editor
4 Months Ago
Added some test hair cards/materials for debugging
4 Months Ago
merge from boxes_dlc
4 Months Ago
stone box - matrix lod tweak, prefab updated
4 Months Ago
exported updated 3p ejector seat idle anim
4 Months Ago
Merge from shipping container optimizations
4 Months Ago
Committed missing collider mesh for deep sea signal computer
4 Months Ago
Fix some worldmodel prefabs that got saved as disabled, was causing ballista projectiles to be invisible
4 Months Ago
TriggerBase now auto cleanup null objects instead of logging "Trigger x contains null object" forever
4 Months Ago
merge from deepsea_fixes
4 Months Ago
meds box - meshLod instead of renderLod, updated prefab, created guide prefab
4 Months Ago
merge from main
4 Months Ago
rentable shop neon signs blockout + atlas planning (temp materials)
4 Months Ago
beach chair 3p idle anim exported
4 Months Ago
Added a way to determine if a LOD state within an InstancedLodComponent has a renderer that uses DeferredMeshDecals. If so, this state gets ignored by the indirect instancing system, as DeferredMeshDecals handle their own culling and instancing
4 Months Ago
Terrain cell mesh colliders with separate cellsize from rendering
4 Months Ago
merge from main
4 Months Ago
adjusted LODs
4 Months Ago
edited minicopter 3p anims
4 Months Ago
merge from wire_shader_pixel_scaling
4 Months Ago
prefab updates: - disable r/w on ore gibs - guide mesh corrected on metal box
4 Months Ago
corpse prefabs updated: - removed gib from comps corpse - comps corpse box bounds - metal corpse box bounds - removed deploy volume from stone corpse
4 Months Ago
Fix PartialMobileStaticGrid NRE on startup
4 Months Ago
Fixed store skin tile header text wrapping issue
4 Months Ago
Merge from main
4 Months Ago
Fixed browser not selecting a tab by default (regression from 144689)
4 Months Ago
merge from store_dashboard/menu_loading_changes
4 Months Ago
The main menu pages are now kept open during bootstrap and stacked one after the other. Right before the loading is released, we force rebuild their layout using a FlexScopedUpdate This fixes a bunch of layout issues for pages opened the first time: single line steam inventory, squashed settings entries until we start scrolling... Various cleanup, can now get rid of a bunch of hacks
4 Months Ago
Disable volumetric light manipulation on SearchLight to try and diagnose missing volumetrics in build
4 Months Ago
Merge from bushfix
4 Months Ago
Merge from boxes_dlc
4 Months Ago
Merge from signalcomputercollider
4 Months Ago
Merge from mobile_grid_fixes
4 Months Ago
merge from deepsea_fixes
4 Months Ago
Compile fix
4 Months Ago
merge from deepsea_fixes
4 Months Ago
Make sure you aren't teleported back OOB when coming back from the deep sea Fixes boat exploding when exiting the deep sea near the edge of the map
4 Months Ago
Force the player model to play the deploy animation when switching between entities that use planners
4 Months Ago
Restore the models I deleted from main that are still used in that branch