136,327 Commits over 4,293 Days - 1.32cph!

Just Now
Fix ballista mounting checks failing in reasonable/well grounded spots. Fix cannons ignoring windows when checking line of sight.
57 Minutes Ago
Update: ServerProfiler.Core - more method annotation exclusions - release bins built from c969bbab Mostly focused on reducing the overhead of Scientists2's FSM evaluation and getting rid of injected Burst codegen gunk Tests: craggy in C+S editor, entered deep sea, went to ghostship to wake up scientists, took a snapshot
1 Hour Ago
Updated HorseMask
1 Hour Ago
merge from main/naval_update
1 Hour Ago
Fix regression that caused scientists to not be able to throw grenades through some bottlenecks to setup a group push
1 Hour Ago
Bugfix: handle similar-to-inf budget timespans Tests: spawned on Craggy - no exceptions
2 Hours Ago
Merge from scientist_agitation_fix - improve perf/gameplay by fixing a scenario where nearby scientists would never stay in cover and be hyperactive - improve perf by making scientists on other floors just lay in ambush, instead of constantly trying to peek above/below their floor - fix regression that caused scientists to not group up to push when throwing grenades, landing a shot, or not seeing the player for a while - fix some scientists still trying to push or throw grenades on a location even after their allies confirmed visually that the player is not there anymore - fix a pool leak
2 Hours Ago
Merge from naval_update
2 Hours Ago
Also prevent double push when throwing grenades
2 Hours Ago
- Reduce random chance to push after peeking - Prevent double push after landing a shot on the player
2 Hours Ago
Fix bug in push assist logic which caused recursion, causing everyone to push instead of just a group
3 Hours Ago
server error fix
3 Hours Ago
merge from main
3 Hours Ago
ghostship crate spawn increase
3 Hours Ago
audio changes on the 50cal turret and tweak on ptboat engine
3 Hours Ago
- Fix npc not grouping to push (bug introduced with voicelines removal) - Fix leak - Have npc always try to not push alone
3 Hours Ago
Merge: from main
3 Hours Ago
Buildfix: remove non-existent call Tests: none, trivial change
3 Hours Ago
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3 Hours Ago
Merge from naval_update
3 Hours Ago
Merge from naval_missions
3 Hours Ago
- Mission to kill the deep sea patrol boat scientists now also counts PT boat scientists - Add an option for kills must be in a certain biome to kill objectives - Disabled positions are exlusive flag from last tutorial mission, was causing it to fail to find a valid position - Enable "drops loot" on deep sea mission treasure chest so that it actually drops its loot
3 Hours Ago
exported edited 3p north and west jog anims
4 Hours Ago
Initial blockout of rentable shop kiosk, variant F (still very WIP)
4 Hours Ago
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4 Hours Ago
merge from naval_update
4 Hours Ago
Clean: remove extra level of indentation Tests: compiles
4 Hours Ago
merge from artist_pack_dlc
4 Hours Ago
removed stupid native -> managed -> native process that was happening, shore distance and vectors calculated as native and remain native
4 Hours Ago
merge small cannon fixes to main
4 Hours 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.
4 Hours Ago
Update: InvokeProfiler now pushes executed_time and invokes_executed Tests: compiles
4 Hours Ago
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4 Hours Ago
updated signal computer
4 Hours Ago
added normalized heightmap vis to baked ShoreVectorData
4 Hours 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
4 Hours 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
4 Hours Ago
mortar bipod gibs
5 Hours Ago
mortar bipod LODs & textures
5 Hours 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
5 Hours Ago
playerboat_wheel_mount_optimization -> main
5 Hours Ago
Enable mount parenting on boat building steeringwheel
5 Hours Ago
Fix scientists not communicating with each other that target is lost, and some still rushing or grenading very stale location
5 Hours Ago
fix easel not deployable on rocks, breaking on boats
5 Hours Ago
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5 Hours Ago
setup 3p shield anims and applied to player animation.controller
5 Hours Ago
reactive target unstuck-ing force trigger collider
5 Hours 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