196,768 Commits over 4,110 Days - 1.99cph!

5 Minutes Ago
Can wall snap: Storage locker Small wooden box Electric Furnace Furnace Bed Sleeping bag As well as tc, large box etc.
8 Minutes Ago
Lots of store views
10 Minutes Ago
Added DotRush config to ignore.conf
12 Minutes Ago
Swap to raw matricies since we dont have the transform at this point Cache raw entity on socket attribute setup Apply snapping logic to wooden large boxes Take bounds centre into consideration
27 Minutes Ago
merge from indirect_instancing
28 Minutes Ago
fix server build
54 Minutes Ago
Update: working TestProjectileBaseline baseline test Was more complicated than expected, but we got there. Tests: ran the unit test
55 Minutes Ago
Update: move PlayerWalkMovement awake to init Editor unit tests don't invoke lifecycle events (awake/onenable), this change makes it easier to use the class with unit tests. Tests: in C+S editor on craggy - spawned and ran around. Also spawned a fake player - no errors
60 Minutes Ago
edited m15 pistol admire animation so it sits in the hand nicely
1 Hour Ago
added slight offset to w m15 pistol on its entity prefab so the trigger finger doesnt clip the trigger guard
2 Hours Ago
Revert ProjectSettings.asset
2 Hours Ago
Revert ProjectSettings.asset
2 Hours Ago
merge from erosion
3 Hours Ago
Prepare scientist TTS hooks (for prototyping only)
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
improved m15 pistol admire animation
4 Hours Ago
strip light ceiling gibs
4 Hours Ago
noise compression, reduce mip distance
4 Hours Ago
Add TTS for prototyping
4 Hours Ago
merge from main
4 Hours Ago
Made serialized fields consistent between the Client and the Server for the SpatialEnvironmentVolumePass
4 Hours Ago
tapering MaxCarveDelta off using multiple topology queries of different radii adjust sediment and waterheight values with carve limits so water and sediment are also corrected
4 Hours Ago
All misc store pages
4 Hours Ago
Fixed the issue with the player skin appearing completely white when using a 1:1 resolution ratio and a 90 degree FOV
5 Hours Ago
merge from indirect_instancing (build test)
5 Hours Ago
build fix
5 Hours Ago
regenerate codegen
5 Hours Ago
fixed normal issue on spotlight glass
5 Hours Ago
merge from main
5 Hours Ago
merge from main
Today
Block the compound respawn mission in softcore
Today
Reapply 123918, fix missing loot panels on client (not cherry picked as it was done directly on Aux2)
Today
Merge from vine_syncPos
Today
Subtract 123921 (was meant for aux2)
Today
Remove a transform find by name every frame when conversations are animating
Today
Merge from vine_syncPos
Today
ConversationManager cleanup - no longer spawns and destroys a new client side gameobject per conversation ConversationManager is now a static class
Today
Fixed the text animation not working on dynamic mission conversation pages
Today
Force include loot panels in manifest
Today
Merge from parent
Today
Merge from main (a lot of viewmodel conflicts)
Finally working snapping Apply global directions again to ensure consistency Flatten normal so we dont get any weird tilting behaviours
Much more reliable snapping behaviour - use normals and offsets in local space instead
More accurate snapping, seems to work more of the time Still some strange bugs on certain surfaces and alignments
Today
Merge from mission_create_streamlining/outpost_spawning
Today
Don't enable outpost spawning by default Switch mission container to generic_small (might fix container issue) Added teleport2mission convar, will teleport player to current marked location of mission on the map S2P villages
Today
Show party invites at top of friends menu - expire after 120s - can accept or reject the party invite
Today
Documents typo fix
Use a socket system instead Defaults to Socket_Free if user isnt using snap This allows more deterministic snap behaviour between client + server when determining placement Use global rather than local directions