137,154 Commits over 4,474 Days - 1.28cph!

16 Minutes Ago
Remove some unused code
21 Minutes Ago
Merge from partials
23 Minutes Ago
Fix SSAO issues when swapping between pipelines
26 Minutes Ago
Missed file
27 Minutes Ago
Partial and comment passes for SatelliteCrash
36 Minutes Ago
Comment cleanup pass
49 Minutes Ago
SatelliteControlComputer
1 Hour Ago
clearing up a room for satellite control inside the main office building
1 Hour Ago
Merge: from main
1 Hour Ago
Merge from apartment_complex_monument/reverb_distance_fixes
1 Hour Ago
Fixed the issue with ambient light lod lights with light cookies breaking when using shadow caching
1 Hour Ago
Merge: from renderbatch_meshlod_improv - Bugfix: opening doors should no longer cause them/others to disappear Tests: pasted many doors paste and opened door, flew back and to - all was in place
1 Hour Ago
Bugfix: fix MeshLOD never unregistering from occlusion after animating - when batching gets toggled, notify batching handlers - MeshLOD will toggle culling on notif Tests: paste of many doors, opened couple doors and flew far/close - no more missing meshes
1 Hour Ago
Merge from satellite_crash
1 Hour Ago
Phrase merge fixes again
1 Hour Ago
Merge from main
1 Hour Ago
Merge from apartment_complex_monument
1 Hour Ago
Move the screen UI to the control computer prefab, not dynamically spawned. Refactor code to use it.
1 Hour Ago
merge from glowing_wallpapers - latest square images
1 Hour Ago
updated square images
1 Hour Ago
Reverb tweaks to accomodate ranged weapons
1 Hour Ago
Updated media
2 Hours Ago
Phrases
2 Hours Ago
Merge from control console art
2 Hours Ago
Codegen
2 Hours Ago
Manifest, id fixes.
2 Hours Ago
merge from storepage_glowingwallpaper
2 Hours Ago
Added glowing wallpaper pack store page
3 Hours Ago
Bunch of asset + folder cleanup, rename, organize.
3 Hours Ago
Satellite prefab cleanup, remove placeholder art.
3 Hours Ago
Merge from satellite_art
3 Hours Ago
More ui
3 Hours Ago
UI tweaks
3 Hours Ago
LODs and COL for stacked terminals monument blocker
3 Hours Ago
Bugfix(editor): add ResetStaticFields to OcclusionCulling - codegen Tests: spawned copypaste, restarted game in editor - print out doesn't mention lingering renderers
3 Hours Ago
Updating alien costume cloth asset
4 Hours Ago
Merge: from main
4 Hours Ago
merge from glowing_wallpapers - added square steam images to pack
4 Hours Ago
Deleted accidental texture exports
4 Hours Ago
Updating alien costume woth burst cloth
4 Hours Ago
added square steam images to glowing wallpaper pack steam item
5 Hours Ago
some scene redesign at powerplant to accomodate the new loot cage
5 Hours Ago
Manifest
5 Hours Ago
Fixed phrase merge, restored 37 phrases
5 Hours Ago
merge from main
5 Hours Ago
Merge from main (broken merged phrases)
Today
Manually disabled shadows on wire_prefab - this is used for powerlines Shadows used to be disabled via the IsShadowInsignificant check which checked if the mesh was small and the lod level was greater than the lod state count - 2 Both of these are true in this case, it's a two state RendererLOD that is small and then scaled up We've fixed both of those issues this month so shadows appeared on the powerline wires which looked bad at higher shadow cascades, so just disable shadows manually S2P outpost, harbors, launch site, powerplant, trainyard
Broken codegen fix 2
Fixed broken codegen
Fixed console system