196,790 Commits over 4,110 Days - 2.00cph!

Just Now
Merge: from main
4 Minutes Ago
Increase reaction time, reduce damage, simplify accuracy formula
28 Minutes Ago
Prevent sun banding at twilight.
32 Minutes Ago
Have scientists always be surprised when first hearing or being hurt by a player
36 Minutes Ago
Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range
41 Minutes Ago
configurable horizon buffer
44 Minutes Ago
Fix scientists being able to shoot through solid colliders when hearing the player
49 Minutes Ago
trawler ship hull material vcol blends progress, more uving
51 Minutes Ago
Even more store work
54 Minutes Ago
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60 Minutes Ago
1 Hour Ago
performance tuning, cleanup
1 Hour Ago
snap_deployables -> main
1 Hour Ago
Compile fix
1 Hour Ago
Allow rotating with R when wall snapping
1 Hour Ago
Cleanup
1 Hour Ago
Can no longer use wall snapping to bypass max placement distances for objects Don't safely assume the first snap canditate will be valid
1 Hour Ago
don't use sort jobs
1 Hour Ago
don't use sort jobs
1 Hour Ago
Quick and dirty voicelines first pass
1 Hour Ago
" Cooking workbench Mixing table Shelves Tier 1 -> Tier 3 workbench Small planter Large planter Bathtub and Railroad planter variants Fireplace Half shelves Fridge Sofa Legacy Furnace Table
1 Hour Ago
Update: expand projectile test - Validates hits and misses, auth and replicated - renamed TestProjectileBaseline to TestProjectilePlayer (as I'll be adding more test types) Tests: ran all resulting unit tests
1 Hour Ago
Can wall snap: Storage locker Small wooden box Electric Furnace Furnace Bed Sleeping bag As well as tc, large box etc.
1 Hour Ago
Lots of store views
1 Hour Ago
Added DotRush config to ignore.conf
2 Hours 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
2 Hours Ago
merge from indirect_instancing
2 Hours Ago
fix server build
3 Hours Ago
Update: working TestProjectileBaseline baseline test Was more complicated than expected, but we got there. Tests: ran the unit test
3 Hours 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
3 Hours Ago
edited m15 pistol admire animation so it sits in the hand nicely
3 Hours Ago
added slight offset to w m15 pistol on its entity prefab so the trigger finger doesnt clip the trigger guard
4 Hours Ago
Revert ProjectSettings.asset
4 Hours Ago
Revert ProjectSettings.asset
4 Hours Ago
merge from erosion
5 Hours Ago
Prepare scientist TTS hooks (for prototyping only)
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
improved m15 pistol admire animation
5 Hours Ago
strip light ceiling gibs
5 Hours Ago
noise compression, reduce mip distance
5 Hours Ago
Add TTS for prototyping
6 Hours Ago
merge from main
6 Hours Ago
Made serialized fields consistent between the Client and the Server for the SpatialEnvironmentVolumePass
6 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
6 Hours Ago
All misc store pages
Today
Fixed the issue with the player skin appearing completely white when using a 1:1 resolution ratio and a 90 degree FOV
Today
merge from indirect_instancing (build test)
Today
build fix
Today
regenerate codegen