195,677 Commits over 4,110 Days - 1.98cph!

Yesterday
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Yesterday
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Yesterday
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Yesterday
Revert UI.Options.Keybind.prefab, wasnt meant to be changed
Yesterday
Compile fixes
Yesterday
Fairy lights: can remove points and resume wiring by pressing E on the little box Added new keybinds for wire slack
Yesterday
update iconrender_improvements/batch
Yesterday
merge from main -> iconrender_improvements
Yesterday
Hook up 'connect to server button' to our existing connection logic. Works perfectly
Yesterday
Fixed incorrect button prefab sizing
Yesterday
Hooked up connect modal to server list entries (now displays server title) Hooked up cancel and quit buttons
Yesterday
Merge from steam_item_store_images
Yesterday
Continuing on blocking in materials on floating walkways
Yesterday
Fix duplicate icon being shown Fix small image being used as large Automatically remove duplicate image URLs
Yesterday
Abyss Containers - Updated model, LODs and some prefab setup
Yesterday
Prevent dud satchels from exploding if they are attached to a door that clips through a wall
Yesterday
Untested support for adding Steam item store images
Yesterday
Add editor tool to print count of active lights per entity (Tools/Optimize/Lights/Print Active Lights)
Yesterday
merge from roofbeams
Yesterday
Merge from fix_protobuf_length_prefix
Yesterday
Updated protobuf codegen to not break protobuf spec after copying optimizations
Yesterday
String lights refactoring: they now work similar to the tin can alarm and can be deployed like normal items. The wiring is done via invokes instead of OnInput through an HeldEntity
Yesterday
Add some sanity checks
Yesterday
cache the terrain map preprocessing
Yesterday
added sync component to crossbow viewmodel animator
Yesterday
M15 Pistol - Greybox model and integration
Yesterday
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Yesterday
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Yesterday
Merge: from parallel_validatemove - Additional debugging logic to help track down mystery NRE Tests: ran around in editor in SERVER+CLIENT mode with useplayerupdatejobs 1
Yesterday
Merge: from main Tests: none, no conflicts
Yesterday
Debug: add a latch to track player disconnects & removal during ServerUpdateParallel Tests: unit tests + craggy in editor
Yesterday
Fix scientist not rushing to investigate noises when searching
Yesterday
Abyss Containers - Changed UI sounds, tried to fix adaptors unsuccessfully :(
Yesterday
Fix scientists getting stuck in search recursion
Yesterday
Debug: adding progress tracking to FinalizeTickParallel to help track down origin of NRE - also couple formatting fixes Tests: used mode on Craggy in editor
Yesterday
- Temp workaround to scientist not able to move on oilrig (oilrig thinks it's in water) - Fix getting stuck in search state - Fix scientist heading to a different floor when strafing
Yesterday
merge from hackweek_newlights
Yesterday
Abyss Containers - Fixed LODs and GIBs on vertical version
Yesterday
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Yesterday
- Make scientist head towards LKP instead of actual player pos - Add scientist search behavior when reaching LKP but no player is there - Simplify FindLKP - Fix FSM getting stuck in "roaming"
2 Days Ago
Fixed missing "clone" and "clone all" radial menu option icons for all berries Fixed wheat, rose, sunflower and orchid using incorrect icons
2 Days Ago
Added spherical spatial environment volume support for opaque objects
2 Days Ago
- Adapt killscientists command to kill new scientists - Fix NRE on scientist death - Fix target lost transition not working properly - Simplify FSM
2 Days Ago
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2 Days Ago
Cleaned the mess in the advanced christmas light folder
2 Days Ago
Merge from cavelargesewers fixes. (Fixed fume oddities and perf wasted on underground distance flares) cave_large_sewers_hard
2 Days Ago
Fluorescent light prefabs
2 Days Ago
Cleaned up neon light prefabs, renamed them to fluorescent lights Description and names
2 Days Ago
Removed problematic FX from the old Cave Large Sewers. Also stripped distance flares from these. No need for them indoors.
2 Days Ago
Merge: from main