200,687 Commits over 4,171 Days - 2.00cph!

44 Days Ago
Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range
44 Days Ago
configurable horizon buffer
44 Days Ago
Fix scientists being able to shoot through solid colliders when hearing the player
44 Days Ago
trawler ship hull material vcol blends progress, more uving
44 Days Ago
Even more store work
44 Days Ago
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44 Days Ago
44 Days Ago
performance tuning, cleanup
44 Days Ago
snap_deployables -> main
44 Days Ago
Compile fix
44 Days Ago
Allow rotating with R when wall snapping
44 Days Ago
Cleanup
44 Days Ago
Can no longer use wall snapping to bypass max placement distances for objects Don't safely assume the first snap canditate will be valid
44 Days Ago
don't use sort jobs
44 Days Ago
don't use sort jobs
44 Days Ago
Quick and dirty voicelines first pass
44 Days Ago
" Cooking workbench Mixing table Shelves Tier 1 -> Tier 3 workbench Small planter Large planter Bathtub and Railroad planter variants Fireplace Half shelves Fridge Sofa Legacy Furnace Table
44 Days Ago
Update: expand projectile test - Validates hits and misses, auth and replicated - renamed TestProjectileBaseline to TestProjectilePlayer (as I'll be adding more test types) Tests: ran all resulting unit tests
44 Days Ago
Can wall snap: Storage locker Small wooden box Electric Furnace Furnace Bed Sleeping bag As well as tc, large box etc.
44 Days Ago
Lots of store views
44 Days Ago
Added DotRush config to ignore.conf
44 Days Ago
Swap to raw matricies since we dont have the transform at this point Cache raw entity on socket attribute setup Apply snapping logic to wooden large boxes Take bounds centre into consideration
44 Days Ago
merge from indirect_instancing
44 Days Ago
fix server build
44 Days Ago
Update: working TestProjectileBaseline baseline test Was more complicated than expected, but we got there. Tests: ran the unit test
44 Days Ago
Update: move PlayerWalkMovement awake to init Editor unit tests don't invoke lifecycle events (awake/onenable), this change makes it easier to use the class with unit tests. Tests: in C+S editor on craggy - spawned and ran around. Also spawned a fake player - no errors
44 Days Ago
edited m15 pistol admire animation so it sits in the hand nicely
44 Days Ago
added slight offset to w m15 pistol on its entity prefab so the trigger finger doesnt clip the trigger guard
44 Days Ago
Revert ProjectSettings.asset
44 Days Ago
Revert ProjectSettings.asset
44 Days Ago
merge from erosion
44 Days Ago
Prepare scientist TTS hooks (for prototyping only)
44 Days Ago
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44 Days Ago
▌▊▄▌▍▄ █▇▇ ▍█▌▌▄▆▍▍█▉▌▇▇█▆▋▅▇▅ ▆▌▋▍▌ ▊▄ ▇▋█▉.▆▋▌▇▊▊
44 Days Ago
improved m15 pistol admire animation
44 Days Ago
strip light ceiling gibs
44 Days Ago
noise compression, reduce mip distance
44 Days Ago
Add TTS for prototyping
44 Days Ago
merge from main
44 Days Ago
Made serialized fields consistent between the Client and the Server for the SpatialEnvironmentVolumePass
44 Days Ago
tapering MaxCarveDelta off using multiple topology queries of different radii adjust sediment and waterheight values with carve limits so water and sediment are also corrected
44 Days Ago
All misc store pages
44 Days Ago
Fixed the issue with the player skin appearing completely white when using a 1:1 resolution ratio and a 90 degree FOV
44 Days Ago
merge from indirect_instancing (build test)
44 Days Ago
build fix
44 Days Ago
regenerate codegen
44 Days Ago
fixed normal issue on spotlight glass
44 Days Ago
merge from main
44 Days Ago
merge from main
44 Days Ago
Block the compound respawn mission in softcore