139,799 Commits over 4,352 Days - 1.34cph!

4 Minutes Ago
merge from hatch_collider_fixes
5 Minutes Ago
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27 Minutes Ago
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28 Minutes Ago
Tin can alarm now has a slot for thrown weapons (grenade, molotov..) Triggering it throws the loaded explosive
49 Minutes Ago
fixed an offset on the socket male of the ladder hatch
55 Minutes Ago
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1 Hour Ago
merge from main
1 Hour Ago
Update: plug in our fork of UniTask - ecb0489 It has reduced allocations, but there are still some APIs that allocate Tests: unit tests pass
1 Hour Ago
merge from waterwheel_deployable
1 Hour Ago
Mark collision as readable, assign correct material
1 Hour Ago
adding wall_tiles_mosaic blend mask material tweaks to mosaic tiles and more set dressing framing the entrance and rubble piles
1 Hour Ago
Removed pooling for store page carousel buttons, can't work if not connected to a server
1 Hour Ago
merge from igniter_power_fix
1 Hour Ago
Igniter code cleanup
1 Hour Ago
Merge from main
2 Hours Ago
Fixed igniter working with 1 power instead of the required 2
2 Hours Ago
Codegen (was missing an update for the io counter interaction)
3 Hours Ago
F2 opens the old console (until we remove it)
3 Hours Ago
Don't keep the copypaste menu active when closed
3 Hours Ago
Removed UIEscapeCapture from the console input field so it doesnt capture escapes
3 Hours Ago
merge from skinviewer_easter
3 Hours Ago
merge from main
3 Hours Ago
merge from new_console-ui/loadouts
3 Hours Ago
Save current loadout button: creates a new loadout using your current inventory
4 Hours Ago
Clamp borders at corners of cells
4 Hours Ago
Codegen
4 Hours Ago
merge from new_console-ui
4 Hours Ago
Terrain quality now effects terrain LOD global scale Clamp terrain cells to terrain borders In editor TerrainMeta will try and find terrainData if null
5 Hours Ago
Merge from conveyor_min_fix
5 Hours Ago
Remove asset labels from electric.waterwheel.guide.prefab as it was breaking tests generation
5 Hours Ago
Fixed a case where conveyors would ignore the minimum field when transferring items if there were multiple filtered items being transferred Added a test for this case
6 Hours Ago
Don't show the world version of an attachment if we're in first person (it was floating in the air)
6 Hours Ago
Improved world space rotator, slowed down rotation lerp so we get a little bit of easing
Today
Merge from main
Today
Decent enough workflow pss for evaluation After editing a shot the shot is reopened and edit settings reset Overwrite the existing slot Fixes
Today
First pass on recording new data into a track UI kinda functional
Add a few more preloaded error objects
- New error system - Can append errors together and update a total rather than spamming the same error repeatedly hiding everything else - Current max of 10 unique errors shown (always shows latest at top - Add convar to go back to the legacy error system (incase)
Today
Merge from main
Today
Codegen
Today
Improve switching between terrain renderers in game for testing Remove terrain prefab from worldsetup Rename renderer to GeometryClipmapTerrain Fix compile error with server
Today
Under the hood work to support muting and recording over specific demo shot tracks (eg. pos, rot, fov, etc)
Re-enable engine ui2
UI design for a new error display (replace the wall of red text with something a little cleaner)
Today
fix up armored ladder hatch sound implementation
Collectables network range adjustment: berry-green-collectable 256m -> 128m berry-black-collectable 256m -> 128m berry-blue-collectable 256m -> 128m berry-white-collectable 256m -> 128m berry-yellow-collectable 256m -> 128m berry-red-collectable 256m -> 128m driftwood_1 256m -> 128m driftwood_2 256m -> 128m driftwood_3 256m -> 128m driftwood_4 256m -> 128m driftwood_5 256m -> 128m deadlog_a 256m -> 128m deadlog_b 256m -> 128m deadlog_c 256m -> 128m Loot-Barrel-1 256m -> 128m Loot-Barrel-2 256m -> 128m Corn-Collectable 256m -> 128m Orchid-Collectable 256m -> 128m Potato-Collectable 256m -> 128m Pumpkin-Collectable 256m -> 128m Rose-Collectable 256m -> 128m Sunflower-Collectable 256m -> 128m Wheat-Collectable 256m -> 128m Wood-Collectable 256m -> 128m Trash-Pile-1 256m -> 128m
Today
Merge from armored_ladder_hatch
Today
Cleanup
Created a tool + context menu button on all BaseEntities to print out LOD culling range. This is useful so I can accurately set network range settings for a bunch of entities. For some things theres point networking to 256 if i can only be seen up to 100m etc.
Today
If an effect is going to be parented to a scaled bone, reparent the effect to the root object Fixes Look rotation errors when shooting scaled mesh colliders