125,129 Commits over 4,171 Days - 1.25cph!

55 Days Ago
Removed spammy warning log
55 Days Ago
Add numberOfPlayerReports to PlayerState Protobuf, from feedback
55 Days Ago
Improve heavy behaviour when shooting unreachable players, don't just go to the foot of the building
55 Days Ago
Fix more oilrig unreachable navmesh islands
55 Days Ago
Fixed cart button warning Fixed store search tab mask
55 Days Ago
Make path vislog more intuitive and consistent, fix heavy scientist sometimes struggling to find angle on player standing on top of building
55 Days Ago
Merge from gpuinstancefix
55 Days Ago
100 gpu instancing or read/write fixes.
55 Days Ago
Linked up all the store assets
55 Days Ago
merge from main
55 Days Ago
▄▅▉▍█ ▌▍▅▉ ▉▉█▌▊▇▄▇▆_▇█▅▋▄█▆▊_▄▆▅▄▆▌_▋▅▅▉█
55 Days Ago
Allow scrolling in vddraw window, filter out more verbose vlogs to prevent spikes when recording lots of scientists
55 Days Ago
▍▍▋ ▅▊▇▅▅ ▄▄▊ ▇ ▅▊▉▉▋▋▆ ▍▊▌▇▄▌▄▊▌▄▋ ▌▋ ▅▄▌▇ ▅▋ ▉▄▋█▇▉ ▍▌▉█ ▋▄▅█▅▌▇
55 Days Ago
merge from projectile_jobs
55 Days Ago
RHIB Art Update
55 Days Ago
ensure effect processing always runs for projectiles when none need updates (fixes projectiles hanging around until another is fired)
55 Days Ago
Fixed interaction toast being weirdly layed out in bootstrap
55 Days Ago
Added medieval pack showcase Renamed all page overlay prefabs
55 Days Ago
Server Browser Rebuild() now runs in a Task, this stops frame drops and UI unresponsiveness when updating server lists Favourites now always appear at the very top of your listings no matter what browser you're in Sped up ServerResponded() 20% ~ quicker by using easy outs Sped up finding server mode tag
55 Days Ago
55 Days Ago
meta for images
55 Days Ago
Add automated screenshots instead of only serialized settings, fixed lighting
55 Days Ago
Add store images in all sizes
55 Days Ago
Restored abyss pack showcase Added new system to let us create mock items + tile prefab override
55 Days Ago
exported viewmodel SAR update anims and edited reload to idle blend on its anim controller
55 Days Ago
Eliminate the need to update call indices because they are stable and can be stored with each command
55 Days Ago
Made `count` property report the highest populated index instead of the allocated space.
55 Days Ago
Change proc anim components tick order, should be spine, then tail, then head
55 Days Ago
Do not tick procedural anim components when entity is culled
55 Days Ago
merge from projectile_jobs
55 Days Ago
Added and Setup Naval Improvised Plank Gibs
55 Days Ago
Update: BaseRaidBench - ensure results use 3-part format for key Tests: none, trivial change
55 Days Ago
New: Scenes/Benchmark editor top bar menu Tests: used all in editor - correct scenes opened
55 Days Ago
Added volumetric clouds option in the new settings menu
55 Days Ago
Merge: from main Tests: ran BaseRaidBenchmark via bootstrap flow
55 Days Ago
Update: BaseRaidBench - players outside base now aim at random players in base Tests: ran the scene
55 Days Ago
Modular Boats Small Ramp - First Iteration
55 Days Ago
Put cache under mode instead
55 Days Ago
Added prioritise premium toggle
55 Days Ago
server/none compile fix
55 Days Ago
cleaning up projectile TransformAccessArray properly
55 Days Ago
Update: BaseRaidBench - remove Projectile.Batched override Now that it's on by default, we no longer need this override. also makes it easier to control the benchmark externally Tests: ran the scene
55 Days Ago
Deleted Unused Collider Mesh
55 Days Ago
Setup Naval Improvised Plank Prefabs, Colliders, LODS
55 Days Ago
Update: BaseRaidBench - players moved to the base angle properly to fire Tests: ran the scenario
55 Days Ago
Merge from main
55 Days Ago
Changed the shader name of the render pipeline's deferred indirect lighting shader as it was the same as the shader in the main project which was causing issues when the new render pipeline wasn't in use
55 Days Ago
swap "survival" to "vanilla" Use correct tags for hardcore, softcore and primitive filtering modes
55 Days Ago
Merge from waterpump_occlusion_fix
55 Days Ago
Fluid switch and powered water purifier loop audio now also affected by occlusion.