137,297 Commits over 4,324 Days - 1.32cph!

27 Days Ago
merge from naval_update
27 Days Ago
merge from main
27 Days Ago
Don't reloading the PT boat turrets when turrets are full - they have to have fired a shot first
27 Days Ago
Updated ghost ship map marker icons Fixed rotations not matching
27 Days Ago
vedning_machine_vis_fix -> main
27 Days Ago
Fix fetch cycle throwing an NRE
27 Days Ago
Added search bar and failed/passed filtering
27 Days Ago
adjusted lod distances on various boxes
27 Days Ago
main -> travelling_vendor_vis_fix
27 Days Ago
mountplayersync_ai_bypass -> main (yolo2)
27 Days Ago
Remove garbage allocations from BaseMission.id property Codegen
27 Days Ago
27 Days Ago
metal box matrix setup, updated icon
27 Days Ago
metal box removing temporary files
27 Days Ago
removed slight finger clipping on vm paintball gun admire animation
27 Days Ago
fixed crazy deploy size on paintable reactive target
27 Days Ago
Compile fix
27 Days Ago
added correct collision for window paintable but still cant see paint
27 Days Ago
latest paintable reactive target lods with power sockets skinned to rig and exported
27 Days Ago
Reinstate GetDeployAndEditPositionRotation checks. Temp disable parent boat chceck for finish editing.
27 Days Ago
Fixed minor zfighting in stone component box and fixed slightly offset origin, refactored explosives component box FBX to separate out glass
27 Days Ago
Applying all my recent shelved work.
27 Days Ago
Merge from naval_update
27 Days Ago
param changes to stone component box corpse, reran manifest
27 Days Ago
merge from naval_update
27 Days Ago
Prevent storage adaptor placement on boats
27 Days Ago
Updated performance logging to include the new shadow quality preset ConVar
27 Days Ago
stone box gibs corpse WIP
27 Days Ago
export update moving camera to origin
27 Days Ago
Merging main to build_cache_redirect
27 Days Ago
ore box prefab adjusted
27 Days Ago
ore box added corpse, split off matrix, lod adjustments, model adjustments
27 Days Ago
food box prefab tweaks for socket
27 Days Ago
Update ignore list to include new boxes
27 Days Ago
Merge from storage_adaptor_box_collisions
27 Days Ago
Merge from main
27 Days Ago
DeployVolume entity group lists now respect the entityMode field Switched the storage adaptor deploy volume collision check to ignore wooden boxes (will still be affected by prevent building check) Converted entity list to a EntityGroup for easier management
27 Days Ago
Icon commit pt 2
27 Days Ago
Icon commit pt 1
27 Days Ago
Added a placeholder charm selector to the skin selector box in the crafting screen Added support for adding arbitrary PropRenderers to the Icon Geneartor manifest (very hacky, needs some cleanup)
27 Days Ago
Convert AccessoryManager into a singleton scriptable object Add a new AccessoryItem class, derives from SteamInventoryItem, basically a skin that points to a charm prefab Convert spawning processes into GameManager so we can use pooling Store a selected charm per item in PlayerPrefs, similar to how we store the selected skin per item
27 Days Ago
Merge from main
27 Days Ago
Merge from naval_update
27 Days Ago
Minor TestRunner refacto
27 Days Ago
Don't turn on all child objects of culling volumes, was only needed to work around an editor bug
27 Days Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for NREs and errors when using -enable-new-server-occlusion-groups - Unit tests to cover parts of old logic and entirety of new logic behavior. 20 tests totaling 255 permutations. Tests: unit tests + 2p on craggy with noclip, teleportation, disconnect, killing sleepers and using OcclusionValidateGroups
27 Days Ago
Added progress bar, some layout changes TestRunner can return its progress at anytime when running tests
27 Days Ago
Clean: Calrify in a comment what provisions does new logic can guarantee Tests: none, trivial change
27 Days Ago
Merge: from main Tests: none
27 Days Ago
Merge: from useplayertasks_removegroupocludee_nre Tests: unit tests + bunch of manual tests