195,518 Commits over 4,110 Days - 1.98cph!

6 Minutes Ago
Hook up 'connect to server button' to our existing connection logic. Works perfectly
21 Minutes Ago
Fixed incorrect button prefab sizing
24 Minutes Ago
Hooked up connect modal to server list entries (now displays server title) Hooked up cancel and quit buttons
28 Minutes Ago
Merge from steam_item_store_images
37 Minutes Ago
Continuing on blocking in materials on floating walkways
45 Minutes Ago
Fix duplicate icon being shown Fix small image being used as large Automatically remove duplicate image URLs
1 Hour Ago
Abyss Containers - Updated model, LODs and some prefab setup
1 Hour Ago
Prevent dud satchels from exploding if they are attached to a door that clips through a wall
1 Hour Ago
Untested support for adding Steam item store images
2 Hours Ago
Add editor tool to print count of active lights per entity (Tools/Optimize/Lights/Print Active Lights)
2 Hours Ago
merge from roofbeams
3 Hours Ago
Merge from fix_protobuf_length_prefix
3 Hours Ago
Updated protobuf codegen to not break protobuf spec after copying optimizations
4 Hours Ago
String lights refactoring: they now work similar to the tin can alarm and can be deployed like normal items. The wiring is done via invokes instead of OnInput through an HeldEntity
4 Hours Ago
cache the terrain map preprocessing
4 Hours Ago
added sync component to crossbow viewmodel animator
5 Hours Ago
M15 Pistol - Greybox model and integration
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
Merge: from parallel_validatemove - Additional debugging logic to help track down mystery NRE Tests: ran around in editor in SERVER+CLIENT mode with useplayerupdatejobs 1
5 Hours Ago
Merge: from main Tests: none, no conflicts
5 Hours Ago
Debug: add a latch to track player disconnects & removal during ServerUpdateParallel Tests: unit tests + craggy in editor
5 Hours Ago
Fix scientist not rushing to investigate noises when searching
5 Hours Ago
Abyss Containers - Changed UI sounds, tried to fix adaptors unsuccessfully :(
5 Hours Ago
Fix scientists getting stuck in search recursion
6 Hours Ago
Debug: adding progress tracking to FinalizeTickParallel to help track down origin of NRE - also couple formatting fixes Tests: used mode on Craggy in editor
6 Hours Ago
- Temp workaround to scientist not able to move on oilrig (oilrig thinks it's in water) - Fix getting stuck in search state - Fix scientist heading to a different floor when strafing
6 Hours Ago
merge from hackweek_newlights
6 Hours Ago
Abyss Containers - Fixed LODs and GIBs on vertical version
6 Hours Ago
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Today
- Make scientist head towards LKP instead of actual player pos - Add scientist search behavior when reaching LKP but no player is there - Simplify FindLKP - Fix FSM getting stuck in "roaming"
Today
Fixed missing "clone" and "clone all" radial menu option icons for all berries Fixed wheat, rose, sunflower and orchid using incorrect icons
Today
Added spherical spatial environment volume support for opaque objects
Today
- Adapt killscientists command to kill new scientists - Fix NRE on scientist death - Fix target lost transition not working properly - Simplify FSM
Today
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Today
Cleaned the mess in the advanced christmas light folder
Today
Merge from cavelargesewers fixes. (Fixed fume oddities and perf wasted on underground distance flares) cave_large_sewers_hard
Today
Fluorescent light prefabs
Today
Cleaned up neon light prefabs, renamed them to fluorescent lights Description and names
Today
Removed problematic FX from the old Cave Large Sewers. Also stripped distance flares from these. No need for them indoors.
Today
Merge: from main
Today
spotlight description
Today
Merge: from texttable_allocs - TextTable now pads the last column as before Tests: unit tests + editor test on 1-player team
Today
Abyss Containers - LODs GIBs Corpse Icon and Item setup for vertical variant
Today
Update: rewrite teaminfo to reduce allocs Tests: tested in editor
Today
Spotlight server tick only runs when its orientation changed, like the client Reset on deploy
Today
Spotlight: - IO handles tweaks - deployment tweaks - enabled pickup
Today
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Today
Update: bring back last column padding to TextTable.ToString This time, on the right branch Tests: unit tests
Today
Merge from dlss4_update