195,990 Commits over 4,110 Days - 1.99cph!

8 Minutes Ago
Update: BiomeBEnchmark - minor progress - Fix invalid biome assignation per island - Submerge the terrain - Get rid of terrain setup in scene - Fixed terrain heightfield to generate non-ocean topology, but the scale of the resulting terrain is too big. Still investigating how to make topo better without inflating terrain too much. Tests: BiomeBenchmark in editor
12 Minutes Ago
Store analytics wip, restored old events
15 Minutes Ago
oil rig legs update
22 Minutes Ago
Bunch of refactor, improvements, pooling. Nicer boat station entity detection and handling.
24 Minutes Ago
Keep notifications window closed by default
24 Minutes Ago
Add a clear all button to the notifications Created a small rounded button image
26 Minutes Ago
Update: BiomeBenchmark - disable rock scattering to speed up iteration Will re-enable later Tests: BiomeBenchmark in editor
51 Minutes Ago
Show red dot above notifications if we have them Tween it there and away Better red colour
1 Hour Ago
bumper tire bags progress tires_pile tileable textures
1 Hour Ago
Merge: from main Tests: none, no conflicts
1 Hour Ago
Update: BiomeBenchmark - first baby steps - Generates empoty row-islands + biome map for these islands - Generates biome map for row-islands Confused why I get beach texture everywhere. Need to sort that next. Tests: ran the BiomeBenchmark scene in editor
1 Hour Ago
Reparent notifications window Fix bug that wasnt showing link icon when a link was provided to the notifications
1 Hour Ago
Convar to add test notifications
1 Hour Ago
Setup Notification prefab 4 Notifications each with different icons Notification pooling system Notifications can link to steam external or internal URLS Properly overlay notifications canvas over everything else
1 Hour Ago
Updated Banana Bunch Albedo Texture Map
1 Hour Ago
Added missing SFX when opening/closing the fuel engine and ore pile on Giant Excavator
2 Hours Ago
Fix exceptions caused by removal of meshes with less materials than submeshes
2 Hours Ago
Quick hack to test ways to not aggro all the oilrig scientists on the same floor when they hear the gunshots
2 Hours Ago
Working debug commands to test any items Refactoring and cleanup
2 Hours Ago
Remove small navmesh islands on top of containers etc on small oilrig, prevents costly unsuccessful pathfinding to reach player standing on them, or useless eqs samples
3 Hours Ago
adjusted fairy light scale and emission
3 Hours Ago
Floating cities progress / security tower b
3 Hours Ago
Fix scientist returning to fast to patrol when enemy is still nearby
3 Hours Ago
Add classic headshot crosshair and audio notify to new scientists
3 Hours Ago
Allow other classes than BasePlayer to use headshot crosshair and audio notify
3 Hours Ago
Updated Banana Bunch AO and Albedo Texture Map
3 Hours Ago
Replace T2 loadout editor preset gloves with bandana, put syringe in more sensible slot
3 Hours Ago
Project lkp to navmesh before flanking, in case player is standing on a container or something else
3 Hours Ago
Update: BenchScene - StartBenchmark is now a coroutine Helpful to make BiomeBenchmark setup straighforward Tests: autobench in editor
3 Hours Ago
merge from main
4 Hours Ago
Capsule SDF setup for shadowing foliage out of shadow range
5 Hours Ago
fixed fairy light wire
5 Hours Ago
merge from main
6 Hours Ago
naval update > floating cities
6 Hours Ago
merge from main
6 Hours Ago
ship_spotlight textured
Today
Decrease cell size, increase cells per compute
Today
Featured weekly skin item system Added convar to simulate featured items
Today
merge from main
Today
Revert 123163, was not a good idea
Today
merge from main
Today
merge from lr300_skinnable_fix
Today
Fixed LR 300 skinnable asset using the wrong item name, causing issues with descriptions when generating skins
Today
merge from main -> party_system
Today
- Makes it easier to change a scientist's weapon - Equip oilrig scientist with classic mp5
Today
Split into multiple windows so the inspector and preview window can be resized instead of being a fixed size - allow skins to be selected with a dedicated "Preview" button until I find a hook for the ObjectFields being clicked
Today
F1 console no longer saves the `quit` command after it's entered. Prevents you loading the game up again and accidentally quitting because it was your last-used command - I did this twice now whilst playing and trying to access combatlog!
Today
Store featured items loaded from the manifest
Today
Fixed changing video settings always forcing map reload Improve performance of ToGMODPlayer clientside Matches serverside implementation now Optimize player.Get* functions a bit Optimize ents.Get* and ents.Find* functions Remove -preload as well Use safer Entity push function for recent changes to player/ents libs
Today
Manifest