125,570 Commits over 4,171 Days - 1.25cph!

1 Hour Ago
Maybe more reliable code to prevent items in the general tab from being purchased multiple times
4 Hours Ago
Dressing
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Merge from blueprint_unlock_fix
Fix for workbench tech tree appearing fully unlocked, woops
Fix steering and gas pedal hallucinations
Today
Start to fix turrets placed outside of a base turning off turrets inside a base - cache turrets within 40m instead of doing a physics query to find all turrets within 40m each time we update interference - rewrite the interference system, getting rid of all the queues - system is no longer recursive since a turret can only overload itself, meaning we never have to recalculate neighbors interference - when a turret turns on, if it would cause a nearby turret to go over the interference limit it instead will overload itself - when a turret turns off, it will check if any nearby turrets that are overloaded can now turn on Now the complex part: which overloaded turret should be turned on first - tried to reactivate overloaded turrets based on the order they were powered on, however this could be abused by stacking 40 turrets in your base (mostly overloaded) and the raiders having to destroy every single turret in the base before theirs would turn on - instead trying to prioritize the overloaded turrets with the least amount of active turrets nearby, assuming that the FOB will have less turrets nearby then the turrets inside the base
Yesterday
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Yesterday
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Yesterday
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Yesterday
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Yesterday
merge from main
Yesterday
Nature dressing. Tree tweaks.
Yesterday
Fail build when VPK.EXE fails to run Fixed VPK.exe crashing randomly Minor merge from x86-64 Improve .nav file error handling * L4D2 nav mesh files no longer hang on load Fix up some cryptic console messages * Applying a fix for L4D2 maps! * Node Graph out of Date. Rebuilding... (random numbers)
Yesterday
merge from drone_storage_slot
Yesterday
merge dynamic_environment_volumes to naval_update
Yesterday
Fix spatially aware environment volumes, don't serialize fields that were previously properties.
Yesterday
corrected inherited velocity used to throw projectiles, may want to dampen this still
Yesterday
Disable HUD overlays while painting (heavy helmet, diving goggles, etc)
Yesterday
Fix compile errors
Yesterday
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Yesterday
PrefabIDs, manifest.
Yesterday
drone communicates throw attack cooldown through computer screen label so it doesn't just feel unresponsive
Yesterday
Allow full stop in seek state
Yesterday
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
Yesterday
merge from climate -> deep_sea
Yesterday
fix HUD Vitals sorting layer overriding prefab value
Yesterday
Use 2D Distance instead Compile fix
Yesterday
Add animation curve to control how fast the bad weather lerps when the end wipe event starts
Yesterday
Refactoring gun displays to use nested prefabs
Yesterday
Override WeatherState with DeepSeaWeatherState on the client when you are inside the deepsea
Yesterday
properly centered drone action prompt label on computerscreen ui
Yesterday
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
Yesterday
tropical palm server files
Yesterday
Fixes to get choice of mission rewards working properly If a mission has no choice over rewards (the same list of rewards gets dispensed each time), this should appear and function the same as it did before
Yesterday
Re-apply part of merge manually
Yesterday
Codegen
Yesterday
Setting up server palm trees entities.
Yesterday
merge from deep_sea -> deep_sea/climate
Yesterday
merge from demoshot_ui_fix
Yesterday
Fixed demo shot list UI text issues
Yesterday
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
Yesterday
Revert accidentally touched file
Yesterday
merge from more_options