196,940 Commits over 4,110 Days - 2.00cph!

24 Minutes Ago
Update: Projectiles that are managed by unit tests only run 1 substep Tests: projectile unit tests now pass
34 Minutes Ago
Update: Projectile Tests now run inside Craggy Most tests are failing because now their substepping eventually hits water/terrain - will fix next. Tests: ran unit tests
35 Minutes Ago
Update: TerrainTexturing - defer init in editor, relly on manual init by user This prevents it from screwing unit tests when loading scenes Tests: ran part of updates projectile unit tests (to be committed)
1 Hour Ago
merge from indirect_instancing (code only)
1 Hour Ago
Revert execution order changes
1 Hour Ago
Revert script changes
1 Hour Ago
Revert compute changes
1 Hour Ago
Revert prefab changes
1 Hour Ago
Revert package changes
1 Hour Ago
Revert platform changes
1 Hour Ago
Merge from manual_anchor
1 Hour Ago
Revert changes to shader includes
1 Hour Ago
Reverted changes to supported shaders
1 Hour Ago
Revert changes to ProjectSettings
2 Hours Ago
More work on railings and stairs for floating walkways
2 Hours Ago
merge from main
2 Hours Ago
merge from main
2 Hours Ago
merge from main
2 Hours Ago
Update: adding mounted-player related tests - Fixed names of tests as turns out if they share a name, then all of them get executed when trying to run only one - Fixed not cleaning up palyer's physics objects at the end of tests (caused tests to fail unexpectedly when ran all together) - test projectile now has thickness (relevant to test with players in same vehicle) Tests: ran all unit tests
3 Hours Ago
fix server compile
3 Hours Ago
.mat changes
3 Hours Ago
some more progress on the manual anchor
3 Hours Ago
New inventory crafting modal + generic modal component
4 Hours Ago
redesigned inventory overlay warning + button prefabs
4 Hours Ago
Remove some barks
4 Hours Ago
Change push bark
4 Hours Ago
Remove another bark, change push bark
4 Hours Ago
Remove peek VO
4 Hours Ago
merge from main
5 Hours Ago
- When a scientist just shot the player, have him ask support from other scientists to rush - Allow some voicelines to ignore cooldowns when they are important
5 Hours Ago
Merge from vsync_limit_fix
5 Hours Ago
Connected Session new design
5 Hours Ago
Remove comments
5 Hours Ago
Merge: from autoturret_optim - Bugfix for turret not reacting to player in front when powering up (caused by me) - Bugfix for turret not identifying new target if it snuck from behind then walked in front (likely me as well) Tests: standing in front, sneak in from behind then to front, sneak damage, flying from far, depower-power turret - turret finds a target & shoots
5 Hours Ago
Update: make turret scan const a servervar - called `sentry.scantimer`, default to 1s Tests: standing in front, sneak damage, flying from far, depower-power turret - it finds a target & shoots
5 Hours Ago
Merge: from main Tests: none, no conflicts
5 Hours Ago
Bugfix: AutoTurret no longer misses players moving it's it's FOV - Done by running scans every second when not tracking any targets Tests: walked into turret's FOV from behind. checked turret still shoots when powered up with non-auth player in front.
6 Hours Ago
Updated art on floating walkway railings
6 Hours Ago
Better commit message: Deployables of the same type will now snap together provided they are close enough. Boxes, Shelves will now auto snap etc.
6 Hours Ago
Deployables of the same type will now snap together: Eg walls will snap together
Today
tweaked collision on abyss horizontal barrel so it's within the bounds of the deployable
Today
Bugfix: powering up auto-turret now runs a search - Simplify and clean authDirty-related code One of previous bugfixes mucked this up by allowing authDirty to desync. There's still a case that's possible, so one more fix needed. Tests: powered up the turret by standing in front of it - it started shooting correctly
Today
merge from main
Today
improved topology-based max carve height to produce a better gradient
Today
manual anchor fbx update and some priliminary texture/material work
Huge code cleanup Introduce two modes, simple or advanced snapping behaviours
Today
Remove some voice lines that seemed out of place
Today
Merge from negative_source_modifiers_godmode