196,480 Commits over 4,110 Days - 1.99cph!

3 Days Ago
Merge: from main Tests: none, no conflicts
3 Days Ago
Some settings convar fixes
3 Days Ago
Allow demolishing of boat blocks by the owning player, even without auth, until we know how we're gonna handle auth.
3 Days Ago
set up semi auto pistol rig with new hammer bone and applied/animated it on the nessecary animations so the hammer will animate on the dlc skin
3 Days Ago
BBS collider tweaks. Improve ladder placement.
3 Days Ago
added 0.975 scaled mesh to abyss vertical and tweaked colliders to be 1:1 with existing barrels
3 Days Ago
Actually setup steering wheel deploy rotation instead of just placing it backwards every time. Setup steering wheel placement mesh.
3 Days Ago
Boat build validation now works client side too. Show reason specific error toasts when trying to finish construction for invalid boat builds.
3 Days Ago
Clean: remove FoliageGridBenchmark and associated script Superseded by BiomeBenchmark Tests: benchmark in editor
3 Days Ago
Update: BiomeBenchmark - expose camera flight speed - Set default camera speed to 16, similar to what it was when lerping Tests: benchmark in editor
3 Days Ago
Fixed missing values on interaction crosshair mode
3 Days Ago
Fixed text and color issues with setting dropdowns
3 Days Ago
Re-add sneaking when reaching the end of flank, and fix VDDraw trying to log despite not recording
3 Days Ago
Fix scientist turning to face target before fully noticing it
3 Days Ago
merge from new_menu
3 Days Ago
Cart content is saved between sessions
3 Days Ago
Merge from naval_update
3 Days Ago
SimpleFloatingEntity compile fix
3 Days Ago
merge from new_menu
3 Days Ago
ifdef rework to allow for client side boat validation checks
3 Days Ago
123277 applied to the new settings menu
3 Days Ago
merge from main
3 Days Ago
More work on floating walkways (WIP)
3 Days Ago
121963 applied to the new settings menu
3 Days Ago
Update: BiomeBenchmark - split timings per topology Certain topologies generate a lot of visual clutter, so have a noticeable impact. Previously the effect would be lost when averaging the timings. Tests: benchmark in editor
3 Days Ago
More boat building station prefab tweaks for usability. Fixed BBS ground watch issues.
3 Days Ago
Store cart empty version
3 Days Ago
- Move reaction time logic to sense component instead of shooting component - Make scientist reaction time longer in peripheral vision, or from very far away (fastest reac time 0.25s, longest 2s)
3 Days Ago
Update: BiomeBenchmark - add it to standalone build Will replace FoliageGridBenchmark today Tests: autobench in client
4 Days Ago
Only increase frontal vision range when in combat, not peripheral vision range (we don't want to discourage players flanking)
4 Days Ago
Increase time between noticing the player and shooting them when they are far away
4 Days Ago
merge from ambiencewavesoundzone_null_fix
4 Days Ago
sanity check validity of AmbienceWaveSounds singleton when calling trigger callbacks, can be destroyed in some disconnect cases
4 Days Ago
Fix camping and surprise being triggered incorrectly sometimes on first sighting
4 Days Ago
Merge from main
4 Days Ago
Boat Building Station: Nicer positioning relative to netting, volume fixes. Added ladders to sides to make it easier to get onto from the water.
4 Days Ago
Boat building station deploy volume for build area to prevent placement in areas where the sea floor could mess your boat up
4 Days Ago
merge from horsebreed_trophy_fix
4 Days Ago
merge from console_quit_history
4 Days Ago
merge from combatknife_sfx_drop_fix
4 Days Ago
merge from AbyssBarrelCorpse
4 Days Ago
merge from fix_dud_satchel_clip_walls_explode
4 Days Ago
merge from voicemail_nre_fix
4 Days Ago
Merge from parent
4 Days Ago
Merge from main
4 Days Ago
Merge from trimmed_asset_warmup - updated to main
4 Days Ago
Merge from main
4 Days Ago
Try out using InstantiateAsync for spawning world, but it takes noticeably longer than doing it synchronously
4 Days Ago
Merge from lockedcrate_shock_effect_parent
4 Days Ago
Move LaptopCollision into the root level of the prefab, add a new EntityFlagToggle to toggle it on and off on the server Update the Model component root to point to the actual root of the prefab, not another transform that seems unused (this also fixes info.HitPositionLocal not being accurate, so that's been updated as well) Update the laptop glass effect to glass_small so that the impact effects don't extend over the edge of the laptop screen