196,850 Commits over 4,110 Days - 2.00cph!

Yesterday
Merge: from autoturret_optim - Fix to auto turret not responding to shots outside of firing arc - Fix to turret not reacting to shots if it got depowered then powered up again - Fix to turret snapping to hostiles outside of it's default firing arc when powering up Tests: shot it, ran around and powered it up and down using infiniteiopower in various combinations
Yesterday
Bugfix: prevent turret snapping to a hostile outside of the default firing arc when powering up Tests: while hostile, depowered turret, got behind it and powered it up - it didn't snap on me until I shot it again
Yesterday
Bugfix: reset turret's cached visibility when unsetting the target This could cause the turret to think it doesn't have a target, yet has a visible target(unpowering the turret would cause this, for example). It prevents damage reaction. Tests: while the turret was aiming at me, disabled io power cheat. re-enabled - now responds to shots. Spotted another bug though
Yesterday
use soft mask instead of uigradient because its poopie
Yesterday
Bugfix: turret will respond to sneak attacks - takes 3 seconds to drop aggro that forces aiming Spotted another bug - target and targetVisible can desync Tests: spawned a turret, snuck behind, powered up, shot at it - it rotated
Yesterday
Linking Graffiti pack and video on medieval
Yesterday
Nicer fade ramp on store items
Yesterday
Change overlay base to use new sliced downwards gradient
Yesterday
More store views
Yesterday
trying out lerp transition again
Yesterday
Merge: from main
Yesterday
Increase reaction time, reduce damage, simplify accuracy formula
Yesterday
Prevent sun banding at twilight.
Yesterday
Have scientists always be surprised when first hearing or being hurt by a player
Yesterday
Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range
Yesterday
configurable horizon buffer
Yesterday
Fix scientists being able to shoot through solid colliders when hearing the player
Yesterday
trawler ship hull material vcol blends progress, more uving
Yesterday
Even more store work
Yesterday
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Yesterday
Yesterday
performance tuning, cleanup
Yesterday
snap_deployables -> main
Yesterday
Compile fix
Yesterday
Allow rotating with R when wall snapping
Yesterday
Cleanup
Yesterday
Can no longer use wall snapping to bypass max placement distances for objects Don't safely assume the first snap canditate will be valid
Yesterday
don't use sort jobs
Yesterday
don't use sort jobs
Yesterday
Quick and dirty voicelines first pass
Yesterday
" Cooking workbench Mixing table Shelves Tier 1 -> Tier 3 workbench Small planter Large planter Bathtub and Railroad planter variants Fireplace Half shelves Fridge Sofa Legacy Furnace Table
Yesterday
Update: expand projectile test - Validates hits and misses, auth and replicated - renamed TestProjectileBaseline to TestProjectilePlayer (as I'll be adding more test types) Tests: ran all resulting unit tests
Yesterday
Can wall snap: Storage locker Small wooden box Electric Furnace Furnace Bed Sleeping bag As well as tc, large box etc.
Yesterday
Lots of store views
Yesterday
Added DotRush config to ignore.conf
Yesterday
Swap to raw matricies since we dont have the transform at this point Cache raw entity on socket attribute setup Apply snapping logic to wooden large boxes Take bounds centre into consideration
Yesterday
merge from indirect_instancing
Yesterday
fix server build
Yesterday
Update: working TestProjectileBaseline baseline test Was more complicated than expected, but we got there. Tests: ran the unit test
Yesterday
Update: move PlayerWalkMovement awake to init Editor unit tests don't invoke lifecycle events (awake/onenable), this change makes it easier to use the class with unit tests. Tests: in C+S editor on craggy - spawned and ran around. Also spawned a fake player - no errors
Yesterday
edited m15 pistol admire animation so it sits in the hand nicely
2 Days Ago
added slight offset to w m15 pistol on its entity prefab so the trigger finger doesnt clip the trigger guard
2 Days Ago
Revert ProjectSettings.asset
2 Days Ago
Revert ProjectSettings.asset
2 Days Ago
merge from erosion
2 Days Ago
Prepare scientist TTS hooks (for prototyping only)
2 Days Ago
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2 Days Ago
improved m15 pistol admire animation
2 Days Ago
strip light ceiling gibs