200,008 Commits over 4,140 Days - 2.01cph!

24 Days Ago
Track how long since a boat has had a player aboard. Auto close sails after ~30 seconds of having no players aboard.
24 Days Ago
Compass burst cloth and rig update
24 Days Ago
Fixed half height shelf and bathtub planter having weird placement issues sometimes Fixed computer station and twitch desk not being able to be corner snapped
24 Days Ago
Implement AnyPlayersOnBoat
24 Days Ago
Update: BaseRaidBench - implement firing cooldown At least now frame time stabilizes around 150ms. Tests: ran the scene.
24 Days Ago
Removing moss from floating walkway mats
24 Days Ago
Footer styling to match other areas
24 Days Ago
EngineOn now checks for open sails and thrust
24 Days Ago
ghost ship interior progress
24 Days Ago
Save and load fog
24 Days Ago
merge from main - RC
24 Days Ago
Finally fixed the texture space being calculated incorrectly
24 Days Ago
merge from upkeep_convars -> hardcore_refresh
25 Days Ago
Set convars in hardcore gamemode to 5x upkeep (WIP)
25 Days Ago
Properly overcast.
25 Days Ago
Rewrite upkeep code so it can pull convars that are modified at runtime instead of being stuck with the convars it pulled when the TC was spawned - get rid of the arrays, pull convars manually - besides generally needing to be fixed, hardcore gamemode was changing the convar after entities were spawned
25 Days Ago
Video preview when hovering gesture item
25 Days Ago
Modify upkeep convars to make them easier to understand - remove bracket_3_blockcount convar because it doesn't do anything (all blocks past bracket_2_blockcount are automatically in the 4th upkeep bracket) - change descriptions to be a bit easier to understand
25 Days Ago
Gesture icon compression formats, fixes bleeding artifacts
25 Days Ago
Gesture menu wip
25 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
25 Days Ago
Fix Signage.PreProcess NRE on server when client components were stripped at build time
25 Days Ago
UI.Colourize shader supports SoftMask
25 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
25 Days Ago
Run part of prefab preprocess at build time on asset scene prefabs, run the rest in asset warmup
25 Days Ago
Show max team size in the disconnected screen error message instead of as a toast
25 Days Ago
If you are the party leader and connecting to a server that has max team size lower than your party size, prevent connecting and show a toast indicating you need to remove party members before your party can connect - doesn't apply if max team size is zero or unable to be found
25 Days Ago
Add max team size convar to server tags & parse team size in server info
25 Days Ago
Fixed store nres
25 Days Ago
consistent button styling
25 Days Ago
25 Days Ago
Fix oversight in previous fix
25 Days Ago
Fix long range spotted debug being wrong
25 Days Ago
Navigation, filter and search styling for store
25 Days Ago
- Better debug drawing of cones (more 3D) - Fix long range sight rectangle checks being wrong (wrong order of arguments, dir passed as pos) - Allow looking up and down not just sideways
25 Days Ago
merge from snapping_higher_floors_hotfix
25 Days Ago
Merges from x86-64 More merges from x86-64 Change description of bot_zombie convar Fixed missing antlion guard step sounds
25 Days Ago
Fix DrawCone not properly handling non 2D directions
25 Days Ago
Tweak needle settings
25 Days Ago
Merge from compass_gameplay
25 Days Ago
Merge from /compass
25 Days Ago
Fix and improve the previous fixes and improvements
25 Days Ago
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25 Days Ago
Removing floating script from individual floating walkway pieces, dividing level into chunks instead. (WIP)
25 Days Ago
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25 Days Ago
Update: BaseRaidBEnch - wip shooting Since there's no firing cooldown, 100 players shooting every frame lags a ton Tests: ran scene
25 Days Ago
Prevent leaving cover when being sniped, first iteration, needs more work to handle when sniper repositions
25 Days Ago
- Fix LKP not being updated correctly when hearing new noises - Fix melee weapons making big noises - Separate the noise location from the guessed location of the thing that made the noise (we don't want to look at where the bullet hit, we want to look at the shooter even if they are very far)