125,563 Commits over 4,171 Days - 1.25cph!

2 Months Ago
Update: BaseRaidBench - spawn bases around the firing circle - added the largest base from my demo Walls are borked, same issue as editor, gonna fix next. Tests: ran the scene
2 Months Ago
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2 Months Ago
Go over cases where scientists can react too fast to noise / being hurt, and improve them
2 Months Ago
Skin viewer zoom controls Blur is full screen
2 Months Ago
Make all buffer memory blocks have a Swap() function
2 Months Ago
Make new no buiid zone shader more transparent.
2 Months Ago
merge from tugboat_toot
2 Months Ago
merge from main
2 Months Ago
merge from static_entities_hostile_fix
2 Months Ago
Add a QueryVisJobRunner to handle visibility checks in batches while also allowing for layer mask filters. Name tags are now a lot more stable with the magic offset removed and physics based visibility checks. Split the bot.crouch command into two client/server commands.
2 Months Ago
Fixed current level being SkinViewer instead of menu
2 Months Ago
Fixed window opening
2 Months Ago
Update: export parent IDs for entities in buildings Tests: exported largest base from demo - confirmed expected entity had ID
2 Months Ago
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2 Months Ago
Update: Move Building to it's own file Makes it accessible for benchmarking Tests: compiles in editor
2 Months Ago
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2 Months Ago
clear benchmark timers after recording results, stops accumulating time between runs
2 Months Ago
Arc ball controls when opening skin viewer full screen Tweaked a lot of items pivots
2 Months Ago
ghost ship set dressing push material tweaks, decal layer tweaks
2 Months Ago
Fish pile generic tileable textures Fish piles prop meshes, colliders and prefabs Some new blood and gore decals for set dressing
2 Months Ago
S2P outpost, bandit camp, fishing villages, stables, large oilrig
2 Months Ago
UI windows will try and repair themselves if left in a broken state
2 Months Ago
dont create particles if outside LOD radius
2 Months Ago
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2 Months Ago
Fixed connect button screwed up button icon size
2 Months Ago
Prefab scroll bar
2 Months Ago
Prefabbed sidebar on play and fixed scrollbar
2 Months Ago
Make ch47 carve navmesh to prevent heavy scientists clipping into it when dismounting
2 Months Ago
Update: DemoBuildingsViewer - export base as a json file Going to see if it's enough to rebuild the base for the benchmark Tests: exported largest base from my demo
2 Months Ago
More changes to premium icon foil shader
2 Months Ago
Foil shader now works across the screen if you want it to
2 Months Ago
Fixed foil shader script frequently the shared material Create a new material instance for each foil instance (required since UI cant use property blocks)
2 Months Ago
Restored menuui2 main prefab
2 Months Ago
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2 Months Ago
Missing _styles folder Prefabed SkinViewer2
2 Months Ago
Move buttons to styles folder, move demos to modal and rename
2 Months Ago
Restructure folders
2 Months Ago
Update legacy wood store steam item
2 Months Ago
Fix search bar, folder structure clean up
2 Months Ago
Merge from trimmed_asset_warmup/scene_warmup
2 Months Ago
Setup new heavy scientist prefab and get them to bet dropped by the chinook
2 Months Ago
Sidebar component, and positioning fix
2 Months Ago
Skin viewer nre fix, some tweaks
2 Months Ago
Add admin "bot.crouch" command to help test with nametag visibility testing.
2 Months Ago
Run the asset warmup optimized for asset scenes on monument prefabs after loading them for procgen too This avoids an extra copy of the prefab and doing extra work at runtime
2 Months Ago
Merge from parent
2 Months Ago
Merge from main
2 Months Ago
merge from main
2 Months Ago
Remove unused fields in chinook code as well as for loops with a hardcoded single iteration, comment public fields to make it clear what the difference is between scientistPrefab and dismountablePrefab