136,325 Commits over 4,293 Days - 1.32cph!

11 Minutes Ago
Updated HorseMask
20 Minutes Ago
merge from main/naval_update
23 Minutes Ago
Fix regression that caused scientists to not be able to throw grenades through some bottlenecks to setup a group push
29 Minutes Ago
Bugfix: handle similar-to-inf budget timespans Tests: spawned on Craggy - no exceptions
41 Minutes Ago
Merge from scientist_agitation_fix - improve perf/gameplay by fixing a scenario where nearby scientists would never stay in cover and be hyperactive - improve perf by making scientists on other floors just lay in ambush, instead of constantly trying to peek above/below their floor - fix regression that caused scientists to not group up to push when throwing grenades, landing a shot, or not seeing the player for a while - fix some scientists still trying to push or throw grenades on a location even after their allies confirmed visually that the player is not there anymore - fix a pool leak
50 Minutes Ago
Merge from naval_update
54 Minutes Ago
Also prevent double push when throwing grenades
55 Minutes Ago
- Reduce random chance to push after peeking - Prevent double push after landing a shot on the player
59 Minutes Ago
Fix bug in push assist logic which caused recursion, causing everyone to push instead of just a group
1 Hour Ago
server error fix
1 Hour Ago
merge from main
1 Hour Ago
ghostship crate spawn increase
1 Hour Ago
audio changes on the 50cal turret and tweak on ptboat engine
1 Hour Ago
- Fix npc not grouping to push (bug introduced with voicelines removal) - Fix leak - Have npc always try to not push alone
1 Hour Ago
Merge: from main
1 Hour Ago
Buildfix: remove non-existent call Tests: none, trivial change
1 Hour Ago
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1 Hour Ago
Merge from naval_update
1 Hour Ago
Merge from naval_missions
1 Hour Ago
- Mission to kill the deep sea patrol boat scientists now also counts PT boat scientists - Add an option for kills must be in a certain biome to kill objectives - Disabled positions are exlusive flag from last tutorial mission, was causing it to fail to find a valid position - Enable "drops loot" on deep sea mission treasure chest so that it actually drops its loot
1 Hour Ago
exported edited 3p north and west jog anims
2 Hours Ago
Initial blockout of rentable shop kiosk, variant F (still very WIP)
2 Hours Ago
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2 Hours Ago
merge from naval_update
2 Hours Ago
Clean: remove extra level of indentation Tests: compiles
3 Hours Ago
merge from artist_pack_dlc
3 Hours Ago
removed stupid native -> managed -> native process that was happening, shore distance and vectors calculated as native and remain native
3 Hours Ago
merge small cannon fixes to main
3 Hours Ago
Fix ballista null error spam. Fix cannon left ground check being assigned incorrectly in the prefab. Fix cannon ground checks being affected by ground.
3 Hours Ago
Update: InvokeProfiler now pushes executed_time and invokes_executed Tests: compiles
3 Hours Ago
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3 Hours Ago
updated signal computer
3 Hours Ago
added normalized heightmap vis to baked ShoreVectorData
3 Hours Ago
halved min/max of topology query radius range, now [8,16] mapped from heightmap range of [4,0] - significant reduction in topology query cost, will need to test some procgen maps that water isn't now invisibile in some niche case
3 Hours Ago
further improvements - reuse positions and heightmap data from previous query in topology query, we were doing both twice - moved topology radii gen, reading of topology, and processing into water mask into a set of 3 jobs scheduled under one handle and completed
3 Hours Ago
mortar bipod gibs
3 Hours Ago
mortar bipod LODs & textures
3 Hours Ago
- Treasure chest spawned in deep sea as part of mission no longer destroys loot as it now no longer has troll loot - Update mission provider dialogue so it makes better sense now that you pick up something decent - Make the treasure chest it's own prefab rather than a variant
3 Hours Ago
playerboat_wheel_mount_optimization -> main
3 Hours Ago
Enable mount parenting on boat building steeringwheel
3 Hours Ago
Fix scientists not communicating with each other that target is lost, and some still rushing or grenading very stale location
3 Hours Ago
fix easel not deployable on rocks, breaking on boats
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
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4 Hours Ago
setup 3p shield anims and applied to player animation.controller
4 Hours Ago
reactive target unstuck-ing force trigger collider
4 Hours Ago
initial step towards making proper shore vector generation fast enough to avoid blitting data for the deep sea - Native DistanceField methods using jobs and burst - jobified various other parts of the shore vector generation - fixed batched HeighMap position query not using the deepsea data - about a third of the previous runtime currently but still too slow
4 Hours Ago
Merge from naval_update
4 Hours Ago
- Prevent scientists from being overly agitated (going from hiding spot to hiding spot never pausing in between) when peeking and flanking both are not possible - Prevent scientist on other floors or sniped from being too agitated (peeking and wobbling a lot) even though nothing is happening near them - Fix scientists throwing grenades while searching or while being surprised