136,309 Commits over 4,293 Days - 1.32cph!

5 Minutes Ago
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8 Minutes Ago
Merge from naval_update
8 Minutes Ago
Merge from naval_missions
9 Minutes 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
9 Minutes Ago
exported edited 3p north and west jog anims
20 Minutes Ago
Initial blockout of rentable shop kiosk, variant F (still very WIP)
22 Minutes Ago
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22 Minutes Ago
merge from naval_update
41 Minutes Ago
Clean: remove extra level of indentation Tests: compiles
48 Minutes Ago
merge from artist_pack_dlc
59 Minutes Ago
removed stupid native -> managed -> native process that was happening, shore distance and vectors calculated as native and remain native
60 Minutes Ago
merge small cannon fixes to main
1 Hour 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.
1 Hour Ago
Update: InvokeProfiler now pushes executed_time and invokes_executed Tests: compiles
1 Hour Ago
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1 Hour Ago
updated signal computer
1 Hour Ago
added normalized heightmap vis to baked ShoreVectorData
1 Hour 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
1 Hour 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
1 Hour Ago
mortar bipod gibs
1 Hour Ago
mortar bipod LODs & textures
1 Hour 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
1 Hour Ago
playerboat_wheel_mount_optimization -> main
1 Hour Ago
Enable mount parenting on boat building steeringwheel
1 Hour Ago
Fix scientists not communicating with each other that target is lost, and some still rushing or grenading very stale location
1 Hour Ago
fix easel not deployable on rocks, breaking on boats
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
setup 3p shield anims and applied to player animation.controller
1 Hour Ago
reactive target unstuck-ing force trigger collider
1 Hour 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
1 Hour Ago
Merge from naval_update
2 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
2 Hours Ago
Easel code cleanup
2 Hours Ago
Update(breaking-change): WorkQueueProfiler now also reports BudgetTime - breaking as this doesn't match CSV template Tests: none, compiles
3 Hours Ago
Update: WorkQueueProfiler now sends an extra aggregate record for queues We could aggregate it on the backend, but that would mean sending through potentially a hefty amount of empty records Tests: compiles
3 Hours Ago
Paintball projectile is its own thing instead of a glowing tracer. (Needs tinting in code)
3 Hours Ago
Charcoal Comp Box - blockout prefab configuration
3 Hours Ago
Merge from main
3 Hours Ago
Merge from naval_update
3 Hours Ago
Folder structure for rentable shop kiosks + temporary trim planning textures
3 Hours Ago
Signage LOD NRE guard
3 Hours Ago
Clean: add a couple TODOs for when I'll be going through old analytics code cleanup Tests: none, trivial changes
3 Hours Ago
dance animation updates
3 Hours Ago
Update: extracted PersistentObjectWorkQueue.TelemStats into WorkQueueTelemStats - made ObjectWorkQueue populate it - every queue now always logs it's budget time, even if it has no work to run (so that we can estimate budgetted/total time %) Opens it up for use in custom queues as well, but I'll cross that bridge later Tests: compiles
3 Hours Ago
Dropped item fix
3 Hours Ago
updated skins list - silly horse mask was set to wrong steam id
4 Hours Ago
some vertex normal weights polish on doorway and window blocks added doorway and window blocks projected decal for the bone ornaments crypt bones decal projector files/textures
4 Hours Ago
Fix pool leak