198,698 Commits over 4,140 Days - 2.00cph!
Constrain angles the scientist can turn their virtual head at (on server, where there is no animation)
Removed test arg in initial home navigate
Gesture menu progress, some refactoring and polish
Water pump idle loop audio is now affected by occlusion.
Server Browser design changes
Thrust position calculation fix
Update: Add BaseRaidBench to build scene list and mark it for maps bundle
- Also removed the nuked Foliage scene - forgot to clean it up
Tests: none
ghost ship interior progress
Update: BaseRaidBench - unblock pooling
Takes the edge off halfway through the benchmark, but initial 5 seconds are still rough.
Tests: ran the scene
Add support for building block-specific padding offsets (eg increase y padding on shipping container foundations, or on the outer side of wood walls)
(Ensures more accurate alignment of deployables on specific building block types.)
Introduced a static dictionary mapping prefab names to custom Y and normal padding values.
Added support for padding modes: StrongsideOnly, WeaksideOnly, and Both.
Applied padding logic during downward placement and wall/corner snapping.
Merge from trimmed_asset_warmup/scene_warmup
Mark a bunch of collision meshes as R/W
Pilot Codelock - added cinematic textures and materials
Update: BaseRaidBench - reposition camera to above the circle
Tests: ran scene
Bugfix: BaseRaidBench - fix NREs by loading game manifest on start
Tests: ran scene
Pilot Codelock - updated icon, fixed material order in LODs
Update: BaseRaidBench - players now animate and produce muzzle flashes
Tests: ran the scene
Add auto-save paintings option
Bugfix: BaseRaidBench - track weapon cooldown properly
- also account for animation delay for weapons that have it
The benchmark is now much more tame.
Tests: ran the scene
Fix error with turret lerpspeed when compiling in NONE configuration
Update: BaseRaidBench - stagger initial weapon cooldowns
More realistic, and avoids spiking specific frames
Tests: ran scene
Update: BaseRaid - emulate rockets and grenade movement
Tests: ran scene, player is blasted to high heaven
update prefab to include item information
Fix client server directives compile errors
Update header buttons to match all the others
Fixed abyss pack page tag
WIP Automatic thrust point calculation based on hull blocks
Reimplementation of session events
Disable scientist obstacle avoidance as it causes them to get stuck
Remove leftover components from scientist suit that's not needed since the scientist is not a BasePlayer anymore
Fix error from missing param in animator
- Fix scientists noticing the player again too quikcly after losing them (their awareness value was not decreasing properly)
- Fix scientists turning to look at players before they fully noticed them
made pilot codelock a skinnable of the codelock, fixed codelock not being default craft after it was broken by the skinnable addition
Update: BaseRaidBench - use projectile specific velocity
Tests: ran scene
Backgound thread that keeps a Steam auth ticket refreshed for events
Update: BaseRaidBench - weapons now use their respective projectiles instead of rifle bullets
- EffectLibrary can return GameObjects now
Tests: ran the scene. Server-side projectiles need further massaging (as there's no server)
Track how long since a boat has had a player aboard.
Auto close sails after ~30 seconds of having no players aboard.
Compass burst cloth and rig update
Fixed half height shelf and bathtub planter having weird placement issues sometimes
Fixed computer station and twitch desk not being able to be corner snapped
Update: BaseRaidBench - implement firing cooldown
At least now frame time stabilizes around 150ms.
Tests: ran the scene.
Implement AnyPlayersOnBoat
Removing moss from floating walkway mats
Footer styling to match other areas
EngineOn now checks for open sails and thrust
ghost ship interior progress