196,935 Commits over 4,110 Days - 2.00cph!

4 Minutes Ago
Revert script changes
4 Minutes Ago
Revert compute changes
5 Minutes Ago
Revert prefab changes
6 Minutes Ago
Revert package changes
6 Minutes Ago
Revert platform changes
7 Minutes Ago
Merge from manual_anchor
9 Minutes Ago
Revert changes to shader includes
11 Minutes Ago
Reverted changes to supported shaders
12 Minutes Ago
Revert changes to ProjectSettings
13 Minutes Ago
More work on railings and stairs for floating walkways
22 Minutes Ago
merge from main
25 Minutes Ago
merge from main
25 Minutes Ago
merge from main
30 Minutes 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
49 Minutes Ago
fix server compile
1 Hour Ago
.mat changes
1 Hour Ago
some more progress on the manual anchor
1 Hour Ago
New inventory crafting modal + generic modal component
1 Hour Ago
redesigned inventory overlay warning + button prefabs
1 Hour Ago
Remove some barks
2 Hours Ago
Change push bark
2 Hours Ago
Remove another bark, change push bark
2 Hours Ago
Remove peek VO
3 Hours Ago
merge from main
3 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
3 Hours Ago
Merge from vsync_limit_fix
3 Hours Ago
Connected Session new design
3 Hours Ago
Remove comments
3 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
3 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
3 Hours Ago
Merge: from main Tests: none, no conflicts
4 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.
4 Hours Ago
Updated art on floating walkway railings
4 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.
4 Hours Ago
Deployables of the same type will now snap together: Eg walls will snap together
4 Hours Ago
tweaked collision on abyss horizontal barrel so it's within the bounds of the deployable
4 Hours Ago
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
5 Hours Ago
merge from main
5 Hours Ago
improved topology-based max carve height to produce a better gradient
5 Hours Ago
manual anchor fbx update and some priliminary texture/material work
5 Hours Ago
Huge code cleanup Introduce two modes, simple or advanced snapping behaviours
5 Hours Ago
Remove some voice lines that seemed out of place
6 Hours Ago
Merge from negative_source_modifiers_godmode
6 Hours Ago
Modifiers with a negative source (eg: incapacitate/blind darts) no longer get added to god mode players. Added Modifier.HasNegativeSoruce()
Today
Pre-emptive reload when mag not full and target not seen for a while
Today
tweaked wall storage deploy volumes to allow for small wood storage
Today
add store icons
Today
M15 Pistol - Updated item name and description