147,088 Commits over 4,444 Days - 1.38cph!

2 Months Ago
Restore path highlighting
2 Months Ago
Start making conversation for apartment vendor NPC
2 Months Ago
Code gen
2 Months Ago
merge from mortar
2 Months Ago
Mortar anim updates
2 Months Ago
Seperate upgrade path logic for prototype/regular
2 Months Ago
Comitting some mitting metas
2 Months Ago
More neon sign work - new art, LOD0s only so far, some texture adjustments
2 Months Ago
More UI
2 Months Ago
move "inventory full" toast behind the inventory UI, blocks too much
2 Months Ago
replaced door meshes with door prefabs on kiosks
2 Months Ago
Merge: from hascloseconnections_fix - Bugfix for BaseNetworkable.HasCloseConnections and GetCloseConnections mot seeing outside of small layer Tests: ran unit tests
2 Months Ago
Bugfix: ensure players are detected on the border of the network cell - expanded unit tests to cover these cases Tests: ran unit tests
2 Months Ago
update apartment_complex_monument/prototype
2 Months Ago
Buncha fixes.
2 Months Ago
Fix a test fixture convar
2 Months Ago
apartment doors lods, collision and static prefabs
2 Months Ago
Added render texture pooling for active light shadow map caching and added an option to the experimental menu section for toggling shadow caching
2 Months Ago
More UI setup
2 Months Ago
Merge: from main
2 Months Ago
Bugfix: fix HasConnectionsClose & GetCloseConnections missing players in medium and large ranges - also add a unit test to validate Connections overload Tests: ran unit tests
2 Months Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
2 Months Ago
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
2 Months Ago
Revert some UI changes/behaviour. Add separate prototype panel to techtree. Working towards supporting unlock, multi-unlock and prototype unlock options simultaneously.
2 Months Ago
merge from main
2 Months Ago
Set new pitch clamps to match animations (30-60deg), update IK hand targets
2 Months Ago
Bugfix(tests): adjust player spawn distance for TestNetworkRange.OutsideRange cases They can land on a boundary, making it more difficult to reason when working across small/medium/large layers Tests: ran the tests, same results
2 Months Ago
Bugfix(tests): expand TestServer's network grid from 1k to 2k Previously it was too easy to accidentally setup an out-of-bounds scenario, leading to confusing test failures Tests: ran related tests, discovered couple tests are failing (unrelated to this change)
2 Months Ago
Avoid repeated calls to Terrain.activeTerrain
2 Months Ago
testlist
2 Months Ago
Commit the .meta files that keep popping up
2 Months Ago
Skinning update for paintball overalls
2 Months Ago
merge from woodpile_changestage_audio
2 Months Ago
Rename RebuildAllNavmeshes to RebuildDefaultNavmesh
2 Months Ago
merge from fix_privaddfriend_vis
2 Months Ago
merge from computer_station_io (only manifest changes)
2 Months Ago
manifest
2 Months Ago
Disable leg animator, re-enable sweep anim, swap to zero rotation sweep.
2 Months Ago
Fix scientists not shooting most of the time
2 Months Ago
merge from computer_station_IO
2 Months Ago
Fix big blue circle for nav projections being distractived when ai.showpaths convar is set
2 Months Ago
Fix scientist staying in dogfight forever when there is no cover around that protects them from their target last known position, but their target is nowhere to be seen
2 Months Ago
Prototype sweep anim, move distance calc to server regions, setup mount offset, IK, sweep anim.
2 Months Ago
update from mortar
2 Months Ago
Adding sweep animation with no root motion for 3p character
2 Months Ago
Skinning update for space hazmat
2 Months Ago
Temp fix for scientists not facing their target
2 Months Ago
Fixed ice mask/vest not appearing
2 Months Ago
New(tests): tests for BaseNetworkable.HasCloseConnections and GetCloseConnections - named cell sizes for various layers in NetworkVisibilityGrid Tests: ran tests, failing where expected
2 Months Ago
add io for twitch rivals desk skin