196,947 Commits over 4,110 Days - 2.00cph!

24 Minutes Ago
Added debug.lookingAtRay, returns more reliable info about what you're looking at. Also now works for non-entities.
52 Minutes Ago
Fix party invite from friend menu when accepting invite via party invite popup
1 Hour Ago
Brightness tweaks.
2 Hours Ago
Further iteration
3 Hours Ago
support live edit of biome fog shore distance falloff in editor
3 Hours Ago
3 Hours Ago
Update: projectile-water test via Craggy Pretty close to covering all cases Tests: ran new tests
4 Hours Ago
Update: Projectiles that are managed by unit tests only run 1 substep Tests: projectile unit tests now pass
4 Hours Ago
Update: Projectile Tests now run inside Craggy Most tests are failing because now their substepping eventually hits water/terrain - will fix next. Tests: ran unit tests
4 Hours Ago
Update: TerrainTexturing - defer init in editor, relly on manual init by user This prevents it from screwing unit tests when loading scenes Tests: ran part of updates projectile unit tests (to be committed)
5 Hours Ago
merge from indirect_instancing (code only)
5 Hours Ago
Revert execution order changes
5 Hours Ago
Revert script changes
5 Hours Ago
Revert compute changes
5 Hours Ago
Revert prefab changes
5 Hours Ago
Revert package changes
5 Hours Ago
Revert platform changes
5 Hours Ago
Merge from manual_anchor
5 Hours Ago
Revert changes to shader includes
5 Hours Ago
Reverted changes to supported shaders
5 Hours Ago
Revert changes to ProjectSettings
5 Hours Ago
More work on railings and stairs for floating walkways
6 Hours Ago
merge from main
6 Hours Ago
merge from main
6 Hours Ago
merge from main
6 Hours 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
Today
fix server compile
Today
.mat changes
Today
some more progress on the manual anchor
Today
New inventory crafting modal + generic modal component
Today
redesigned inventory overlay warning + button prefabs
Today
Remove some barks
Today
Change push bark
Today
Remove another bark, change push bark
Today
Remove peek VO
Today
merge from main
Today
- 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
Today
Merge from vsync_limit_fix
Today
Connected Session new design
Today
Remove comments
Today
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
Today
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
Today
Merge: from main Tests: none, no conflicts
Today
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.
Today
Updated art on floating walkway railings
Better commit message: Deployables of the same type will now snap together provided they are close enough. Boxes, Shelves will now auto snap etc.
Deployables of the same type will now snap together: Eg walls will snap together
Today
tweaked collision on abyss horizontal barrel so it's within the bounds of the deployable