136,349 Commits over 4,324 Days - 1.31cph!

2 Days Ago
removed stupid native -> managed -> native process that was happening, shore distance and vectors calculated as native and remain native
2 Days Ago
merge small cannon fixes to main
2 Days Ago
Fix ballista null error spam. Fix cannon left ground check being assigned incorrectly in the prefab. Fix cannon ground checks being affected by ground.
2 Days Ago
Update: InvokeProfiler now pushes executed_time and invokes_executed Tests: compiles
2 Days Ago
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2 Days Ago
updated signal computer
2 Days Ago
added normalized heightmap vis to baked ShoreVectorData
2 Days Ago
halved min/max of topology query radius range, now [8,16] mapped from heightmap range of [4,0] - significant reduction in topology query cost, will need to test some procgen maps that water isn't now invisibile in some niche case
2 Days Ago
further improvements - reuse positions and heightmap data from previous query in topology query, we were doing both twice - moved topology radii gen, reading of topology, and processing into water mask into a set of 3 jobs scheduled under one handle and completed
2 Days Ago
mortar bipod gibs
2 Days Ago
mortar bipod LODs & textures
2 Days Ago
- Treasure chest spawned in deep sea as part of mission no longer destroys loot as it now no longer has troll loot - Update mission provider dialogue so it makes better sense now that you pick up something decent - Make the treasure chest it's own prefab rather than a variant
2 Days Ago
playerboat_wheel_mount_optimization -> main
2 Days Ago
Enable mount parenting on boat building steeringwheel
2 Days Ago
Fix scientists not communicating with each other that target is lost, and some still rushing or grenading very stale location
2 Days Ago
fix easel not deployable on rocks, breaking on boats
2 Days Ago
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2 Days Ago
setup 3p shield anims and applied to player animation.controller
2 Days Ago
reactive target unstuck-ing force trigger collider
2 Days Ago
initial step towards making proper shore vector generation fast enough to avoid blitting data for the deep sea - Native DistanceField methods using jobs and burst - jobified various other parts of the shore vector generation - fixed batched HeighMap position query not using the deepsea data - about a third of the previous runtime currently but still too slow
2 Days Ago
Merge from naval_update
2 Days Ago
- Prevent scientists from being overly agitated (going from hiding spot to hiding spot never pausing in between) when peeking and flanking both are not possible - Prevent scientist on other floors or sniped from being too agitated (peeking and wobbling a lot) even though nothing is happening near them - Fix scientists throwing grenades while searching or while being surprised
2 Days Ago
Easel code cleanup
2 Days Ago
Update(breaking-change): WorkQueueProfiler now also reports BudgetTime - breaking as this doesn't match CSV template Tests: none, compiles
2 Days Ago
Update: WorkQueueProfiler now sends an extra aggregate record for queues We could aggregate it on the backend, but that would mean sending through potentially a hefty amount of empty records Tests: compiles
2 Days Ago
Paintball projectile is its own thing instead of a glowing tracer. (Needs tinting in code)
2 Days Ago
Charcoal Comp Box - blockout prefab configuration
2 Days Ago
Merge from main
2 Days Ago
Merge from naval_update
2 Days Ago
Folder structure for rentable shop kiosks + temporary trim planning textures
2 Days Ago
Signage LOD NRE guard
2 Days Ago
Clean: add a couple TODOs for when I'll be going through old analytics code cleanup Tests: none, trivial changes
2 Days Ago
dance animation updates
2 Days Ago
Update: extracted PersistentObjectWorkQueue.TelemStats into WorkQueueTelemStats - made ObjectWorkQueue populate it - every queue now always logs it's budget time, even if it has no work to run (so that we can estimate budgetted/total time %) Opens it up for use in custom queues as well, but I'll cross that bridge later Tests: compiles
2 Days Ago
Dropped item fix
2 Days Ago
updated skins list - silly horse mask was set to wrong steam id
2 Days Ago
some vertex normal weights polish on doorway and window blocks added doorway and window blocks projected decal for the bone ornaments crypt bones decal projector files/textures
2 Days Ago
Fix pool leak
2 Days Ago
Bugfix: ensure Runtime profiler reports WorkQueue and Invokes from the same frame - moved it's logic to be invoked via PostUpdateHook.OnLateUpdate, rather than slamming it directly into PostUpdatehook internals Previously invokes would be from last frame, while work queues would be from current. It's still a little wrong, as we're reporting it as data from last frame - but at least it's consistently wrong Tests: none, will deal with any fallout later
2 Days Ago
Merge from artist_pack_dlc
2 Days Ago
Merge from main
2 Days Ago
Update: rejig a couple parts of TelemStats to simplify code Tests: compiles
2 Days Ago
- Paintball gun no longer applies paintball colours to the particle effects of entities which have custom impact effects setup - Fixed train bell dinging every time we just wanted to know what its impact effect is. Bell now dings when it's attacked
2 Days Ago
merge from main
2 Days Ago
Add DecalOffset component to allow decals to be offset along their relative y-axis Added this to paintball decals to fix most issues of them not appearing on some building surface types. Still an issue for the hard side of shipping container walls, might need an additional option to set per surface type.
2 Days Ago
merge from main
2 Days Ago
Updated Horse Mask LODs
2 Days Ago
3p jump mid air anim exported after editing and assigned to playeranimation controller