141,390 Commits over 4,383 Days - 1.34cph!

2 Months Ago
merge from main/naval_update
2 Months Ago
cannon sound polish
2 Months Ago
sail sound polish
2 Months Ago
play a more agressive water movement sound when modular boats move quickly
2 Months Ago
deep sea island and ghost ship ambience tweaks
2 Months Ago
3p paintball gun anims - updated clips with correct settings, re-exported anims with correctly positioned prop bone data
2 Months Ago
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2 Months Ago
updated cabbage patch dance clip length (had been exported as 1 frame)
2 Months Ago
Deep sea signal computer LODs and col
2 Months Ago
Remove more unused HUD elements from builds HUDShouldDraw gets called for cl_showfps panel (when active) Remove more unused GameUI stuff Fixed crashes with certain material proxies when used on static props More minor cleanups sv_showimpacts draws server hitboxes in blue color Init QAngle to 0,0,0 on creation Fixed player hitboxes in vehicles at odd angles Fixed some player animation/hitbox desync * Vehicle animation poseparameters were not set serverside * Player "grab ear" animation was not playing serverside Restore sv_showhitboxes (cheat protected) Pull Request: Added color support for Arctic player model
2 Months Ago
Fix MountedWeapon rotation sounds starting again and being stuck on after dismounting while aiming. Tick() was sometimes running with _seat.AnyMounted() still returning true after ClientOnPlayerDismounted() so we're additionally checking _localMountedPlayer before starting sounds now
2 Months Ago
Deepsea signal computer mesh and prefab edits
2 Months Ago
merge cannon window clipping fix
2 Months Ago
Fix ballista mounting checks failing in reasonable/well grounded spots. Fix cannons ignoring windows when checking line of sight.
2 Months 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
2 Months Ago
Updated HorseMask
2 Months Ago
merge from main/naval_update
2 Months Ago
Fix regression that caused scientists to not be able to throw grenades through some bottlenecks to setup a group push
2 Months Ago
Bugfix: handle similar-to-inf budget timespans Tests: spawned on Craggy - no exceptions
2 Months 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 Months Ago
Merge from naval_update
2 Months Ago
Also prevent double push when throwing grenades
2 Months Ago
- Reduce random chance to push after peeking - Prevent double push after landing a shot on the player
2 Months Ago
Fix bug in push assist logic which caused recursion, causing everyone to push instead of just a group
2 Months Ago
server error fix
2 Months Ago
merge from main
2 Months Ago
ghostship crate spawn increase
2 Months Ago
audio changes on the 50cal turret and tweak on ptboat engine
2 Months Ago
- Fix npc not grouping to push (bug introduced with voicelines removal) - Fix leak - Have npc always try to not push alone
2 Months Ago
Merge: from main
2 Months Ago
Buildfix: remove non-existent call Tests: none, trivial change
2 Months Ago
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2 Months Ago
Merge from naval_update
2 Months Ago
Merge from naval_missions
2 Months 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
2 Months Ago
exported edited 3p north and west jog anims
2 Months Ago
Initial blockout of rentable shop kiosk, variant F (still very WIP)
2 Months Ago
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2 Months Ago
merge from naval_update
2 Months Ago
Clean: remove extra level of indentation Tests: compiles
2 Months Ago
merge from artist_pack_dlc
2 Months Ago
removed stupid native -> managed -> native process that was happening, shore distance and vectors calculated as native and remain native
2 Months Ago
merge small cannon fixes to main
2 Months 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 Months Ago
Update: InvokeProfiler now pushes executed_time and invokes_executed Tests: compiles
2 Months Ago
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2 Months Ago
updated signal computer
2 Months Ago
added normalized heightmap vis to baked ShoreVectorData
2 Months 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 Months 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