201,026 Commits over 4,171 Days - 2.01cph!

Yesterday
better BC defaults, natural gravity and disabled collision
Yesterday
Merge from main
Yesterday
adjust weather profile ambient/reflection mults to not darken interiors as much
Yesterday
toggling BC with gesture beginning and ending on ViewModels when bone transform resetting is enabled on VM burstcloth controllers, this stops it flinging up in the at the end of a gesture when the VM moves 100 units upwards in a frame
Yesterday
Create getter and setter methods we can give to the weaver
Yesterday
Fixed rogue pixels in the bulb emissive texture
Yesterday
Update version.rc as well I forgot to press CTRL+S Update version.rc to fill more standard meta data Map compiler meta data Make prop water level changes actually work, and apply on clientside too Sign EXEs
Yesterday
String light bulbs are now combined together into a single mesh
Yesterday
Clean: mark with comments when each player cache is last updated Tests: none, trivial change
Yesterday
Make a public caller method to get around partial methods with access modifiers requiring an implementation
Yesterday
Pivot, lets do this the most cheaty way imaginable since I cant do two passes with source generator: CodeGen out some stub methods and emulate the SyncVar inside the EntityComponent Setup SyncComponent attribute so we can control it Wire up setting in a way that makes it believable to be a SyncVar
Yesterday
Update: remove CachedState.IsValid - it was misleading and unnecessary Reimplemented logic that used to rely it to instead rely on nullable values Tests: editor compiles
Yesterday
Update: move CachedStates growth to ServerUpdateParallel - also using zeroed memory to have sensible defaults for users that haven't yet being processed Makes it clearer that they are in sync with playerCache Tests: none, trivial change
Yesterday
prison update
Yesterday
security prison progress
Yesterday
Merge: from main Tests: editor compiles
Yesterday
Set GPU instancing on materials
Yesterday
Tweaked fairy light line mesh width to fix the weird line corners Removed some placeholder materials
Yesterday
Enable Read/Write for nature assets
Yesterday
merge from main
Yesterday
codegen phrase checks
Yesterday
updated the security spotlights lods
Yesterday
Fix camera position not updating when recentering map view
Yesterday
applied cinematic materials to ejector seat for merge
Yesterday
Enabled GPU instancing on fairy light bulb material
Yesterday
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Yesterday
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Yesterday
update from naval_update
Yesterday
Setup ghost ships with simpler buoyancy, remove them from auto spawn for now.
Yesterday
Upon first time opening map automatically centre on player
Yesterday
Merge from main
Yesterday
merge from main
Yesterday
Added pilot suit in the general store hazmat category Updated pack description
Yesterday
Merge: from main
Yesterday
(Test) set all meshes isReadable=0
Yesterday
Stop interaction toast clipping Setup button max sizes
Yesterday
Optim: use cached pos to avoid transform access Tests: none, trivial change
Yesterday
merge from main
Yesterday
(Test) set all meshes isReadable=0
Yesterday
Revert library setting
Yesterday
Remove top level token debug
Yesterday
Ensure map name is sanitised properly in streamermode
Yesterday
Fixed the gizmos that display the environment volumes and fixed the bounds on capsule type spatial volumes
Yesterday
Ensure session background isn't fully transparent
Yesterday
scene2prefab millitary_tunnel_1 (no hlod)
Yesterday
Fix scientists shooting before fully aligned to aim
Yesterday
adjusted terrain ignore volume
Yesterday
Subtract mesh and material changes
Yesterday
Remove excess logs
Yesterday
Add custom voicelines to heavy when surprised, and when player shoots their armor a lot, to hint at weakspot in the back and armored front