202,053 Commits over 4,171 Days - 2.02cph!

60 Days Ago
Give warning when party invite is sent to non-friend indicating it will likely be blocked
60 Days Ago
Merge from main
60 Days Ago
Snap deployables into corners if you are close enough to the corner of the wall and holding 'shift' Math was a bit difficult here due to a lack of a general wall direction vector: calculating plane corner intersections with wall normals and rayhit points along the wall
60 Days Ago
Fixed small wooden box not casting shadows
60 Days Ago
Added debug.lookingAtRay, returns more reliable info about what you're looking at. Also now works for non-entities.
60 Days Ago
Fix party invite from friend menu when accepting invite via party invite popup
60 Days Ago
Brightness tweaks.
60 Days Ago
Further iteration
60 Days Ago
support live edit of biome fog shore distance falloff in editor
60 Days Ago
60 Days Ago
Update: projectile-water test via Craggy Pretty close to covering all cases Tests: ran new tests
60 Days Ago
Update: Projectiles that are managed by unit tests only run 1 substep Tests: projectile unit tests now pass
2 Months Ago
Update: Projectile Tests now run inside Craggy Most tests are failing because now their substepping eventually hits water/terrain - will fix next. Tests: ran unit tests
2 Months Ago
Update: TerrainTexturing - defer init in editor, relly on manual init by user This prevents it from screwing unit tests when loading scenes Tests: ran part of updates projectile unit tests (to be committed)
2 Months Ago
merge from indirect_instancing (code only)
2 Months Ago
Revert execution order changes
2 Months Ago
Revert compute changes
2 Months Ago
Revert script changes
2 Months Ago
Revert prefab changes
2 Months Ago
Revert package changes
2 Months Ago
Revert platform changes
2 Months Ago
Merge from manual_anchor
2 Months Ago
Revert changes to shader includes
2 Months Ago
Reverted changes to supported shaders
2 Months Ago
Revert changes to ProjectSettings
2 Months Ago
More work on railings and stairs for floating walkways
2 Months Ago
merge from main
2 Months Ago
merge from main
2 Months Ago
merge from main
2 Months Ago
Update: adding mounted-player related tests - Fixed names of tests as turns out if they share a name, then all of them get executed when trying to run only one - Fixed not cleaning up palyer's physics objects at the end of tests (caused tests to fail unexpectedly when ran all together) - test projectile now has thickness (relevant to test with players in same vehicle) Tests: ran all unit tests
2 Months Ago
fix server compile
2 Months Ago
some more progress on the manual anchor
2 Months Ago
.mat changes
2 Months Ago
New inventory crafting modal + generic modal component
2 Months Ago
redesigned inventory overlay warning + button prefabs
2 Months Ago
Remove some barks
2 Months Ago
Change push bark
2 Months Ago
Remove another bark, change push bark
2 Months Ago
Remove peek VO
2 Months Ago
merge from main
2 Months Ago
- When a scientist just shot the player, have him ask support from other scientists to rush - Allow some voicelines to ignore cooldowns when they are important
2 Months Ago
Merge from vsync_limit_fix
2 Months Ago
Connected Session new design
2 Months Ago
Remove comments
2 Months Ago
Merge: from autoturret_optim - Bugfix for turret not reacting to player in front when powering up (caused by me) - Bugfix for turret not identifying new target if it snuck from behind then walked in front (likely me as well) Tests: standing in front, sneak in from behind then to front, sneak damage, flying from far, depower-power turret - turret finds a target & shoots
2 Months Ago
Update: make turret scan const a servervar - called `sentry.scantimer`, default to 1s Tests: standing in front, sneak damage, flying from far, depower-power turret - it finds a target & shoots
2 Months Ago
Merge: from main Tests: none, no conflicts
2 Months Ago
Bugfix: AutoTurret no longer misses players moving it's it's FOV - Done by running scans every second when not tracking any targets Tests: walked into turret's FOV from behind. checked turret still shoots when powered up with non-auth player in front.