198,726 Commits over 4,140 Days - 2.00cph!
Fixed lerp of server objects shortly after spawn (SAM, dropped items, ...)
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Disable shadows for bottom level tile sides.
Tweaks to AI at the cargo ship.
Fix double PlayerComponent Init call (AddComponent calls it already)
Some building unit owner stuff. No complete
[D11] Remove an old test scene from Build.cs & show loading screen instantly on any connection attempt from Main Menu
Merge IPlayer branch into Main. It's not finished, but it'll run.
Fixed intermittent impostor indirect lighting on standalone macOS/Metal builds
Fixed occlusion culling on standalone macOS/Metal builds
velocity getters for ch47
Move local character static getters from WiseguysUser into PCWorldEntityUser
Added button in Facts debug to trigger an evaluation
Fixed fast/underwater blur on Metal
Write the correct interaction plan list in BuildingRequirements fact
Added GetEntities sample method to EntityGrid, update usage in fact providers and senses tick
WIP draft of machine requirements fact
wip update space map lighting
[D11][Tutorial] Few missing local server defines, enable loading scene again ,stops the double scene loading
Accessibility fixes WIP.
Untested changes allowing the crafting station to be used by more than one owner.
Fixed view spawner in editor.
tweak bloom setting
fixed light layer issue
[D11][UI] making the Inventory screen look like the mockup (in progress)
[D11][AUDIO] Next lot of audio asset fixes.
Adding a merged server collider mesh for HAB
[D11] Disable automatic D11_UI_MOUSE define
Destroy unreachable items after too many attempts to navigate to them
Additional script define logging for jenkins
Some fixes for crafting when you unassign a crafter and assign a different one.
[D11] New server logging now has verbosity levels applied, and the HTTP request API logging uses the same JSON target call.
D11_LOCAL_SERVER define to get local server working
Temp change to texture quality to skip running out of memory