129,889 Commits over 4,201 Days - 1.29cph!

33 Days Ago
RPG Standard Ammunition - Setup Model, Lods, Material, Textures and updated initial prefab
33 Days Ago
merge from codelock_entercode_cache
33 Days Ago
Increased the cache duration of IsBuildingAuthed calls from entity menus using the PrioritizeIfNotWhitelisted attribute Only used by codelocks Menu_Enter_Code so far
33 Days Ago
Setup Single and Dual 50 Cal LODs and Colliders
33 Days Ago
tweaks to culling distance to several prefabs
33 Days Ago
Merge from parent
33 Days Ago
basic HLOD setup for floating cities, S2P - will improve the brew in further iterations
33 Days Ago
anim updates for feedback notes
33 Days Ago
floating cities s2p
33 Days Ago
swapped mountable chairs left on all barges
33 Days Ago
33 Days Ago
swapped mountable chairs on floating docks
33 Days Ago
cleared flow on the supply barge middle area a bit for easier traversal some polish on small security tower set dressing
33 Days Ago
merge from save272 - Staging wipe
33 Days Ago
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33 Days Ago
medical barge set dressing polish
33 Days Ago
merge from main
33 Days Ago
security prison barge set dressing polish
33 Days Ago
merge from crosshair_allocs
33 Days Ago
network++ save++
33 Days Ago
merge from meta_shift/loot
33 Days Ago
Fix crosshair allocs
33 Days Ago
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33 Days Ago
configurable states/lighting, alpha fresnel, z test with post opaque
33 Days Ago
Add analytics when puzzles reset - how long it took before reset and how long players spent inside / blocking the puzzle - log puzzle reset settings and monument of the puzzle
33 Days Ago
scientist_boat_ai -> naval_update
33 Days Ago
Compile fixes
33 Days Ago
Codegen after merging naval update
33 Days Ago
Merge from httpimage_cache
33 Days Ago
Fix HttpImage not working with extensionless image URLs
33 Days Ago
Fix for sound assets not being saved on config, assigned sound assets
33 Days Ago
Swap garage door mesh to a mesh renderer when its fully closed or open, so they can batch together Keep the skinned mesh only when its busy (opening or closing)
33 Days Ago
naval_update -> scientist_boat_ai
33 Days Ago
Fix compile error with our new changes
33 Days Ago
Remove a dumb 200 byte allocation on our blur step
33 Days Ago
Codegen
33 Days Ago
Integrate RHIBs into the deepsea Spawn them in cool triangle formations (auto generate groups) Wiping the deep sea will wipe rhib group info
33 Days Ago
Only try and maintain cohesion in the wander state Add some methods to wipe coordination when the deep sea resets
33 Days Ago
monument event notifications sounds
33 Days Ago
simple boid behaviour in groups groups will attempt to stick together as much as possible
33 Days Ago
Add 'grouping' system: Boats can be spawned in groups If one of the group members targets an enemy we can ensure all of the boats target the same one, this keeps them all focused and together
33 Days Ago
merge from modding_cui_merges -> main
33 Days Ago
Add Vector4Ex.Parse(), switch from Color.Parse() -> Vector4Ex.Parse() - update Vector3Ex.Parse() to use TryParse() like Vector2Ex.Parse() (safe because the method is only used in one place in codebase surprisingly) - add some comments too
33 Days Ago
merge from laserdetector_fastvehicles_fix
33 Days Ago
Fixed laser detector not detecting fast moving vehicles reliably
33 Days Ago
Fix compile error
33 Days Ago
Fixed bucket container_a prefab Added lights to one of the string lights as a test Casino mesh changes Nephorlepis static prefabs Flourescent_e light prefabs Added triple_light prefab with built in lights Sand_pile_a prefab and model Casino interior dressing progress
33 Days Ago
Update from repo after merging 9 slice support
33 Days Ago
merge from main -> modding_cui_merges
33 Days Ago
merge from io_serverrestart_fix