195,947 Commits over 4,110 Days - 1.99cph!

1 Hour Ago
merge from main -> party_system
1 Hour Ago
- Makes it easier to change a scientist's weapon - Equip oilrig scientist with classic mp5
2 Hours Ago
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
2 Hours Ago
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!
3 Hours Ago
Store featured items loaded from the manifest
3 Hours Ago
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
4 Hours Ago
Manifest
4 Hours Ago
Better naming and parameters in npc shooting component
4 Hours Ago
Merge from trimmed_asset_warmup
4 Hours Ago
Pull hardcoded asset references from scripts too
4 Hours Ago
Merge from main
4 Hours Ago
Simplify scientist shooting logic
4 Hours Ago
New bulb models
4 Hours Ago
Enable maintainMaxCondition on a bunch of deployables. (They could previously lose max condition when repaired in the repair bench, this has no effect on deployables since they are always full health when placed)
5 Hours Ago
Adjusted the single shelf pick up volume so it can be picked up when deployed above TC's, WB's etc...
5 Hours Ago
Super simple notifications window blockout
5 Hours Ago
5 Hours Ago
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5 Hours Ago
Fixed buttons not removing their pressed state correctly on pointer up (following the OnPointerClick changes)
6 Hours Ago
Fixed the issue with sky turning black too early at train tunnel entrances
6 Hours Ago
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il_postprocessor_build_fix -> main
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main -> new_menu
Today
Manifest
Today
Clean: remove deleted TerrainBenchmark from the build settings Tests: none, trivial change
Today
Bugfix: FoliageGridBenchmark - FoliageGrid was destroyed without waiting for job completion This caused issues with native container cleanup Tests: autobench in editor
Today
tube lights wip implementation
Today
Merge from main
Today
Merge from trimmed_asset_warmup
Today
Include fx prefabs in warmup too
Today
removed old bullet_container folder and contents as it's no longer needed
Today
Security Spotlight Prefab update
Today
cherrypicking 123058
Today
atmosphere height falloff
Today
Prefab update speakers
Today
WIP propper build area check using bounds instead of the temporary radius test
Today
cherrypicking 123053 123054 123059 123083 123102 123106
Today
Speaker blockouts update
Today
hanging fish LODs complete for 3 variants. prefabs updated
Today
ship_searchlight textured
Today
Spawn new scientists on small oilrig
Today
Reduce odds of scientists charging
Today
- Vary angles, don't be predictable and peek from the same place twice - Improve and simplify the way we measure the quality of a flanking path, prevent very direct paths being accepted as "flanking" paths
syncvar_ilpostprocessor_hook -> main
Today
Update: Merge Terrain and FoliageGrid benchmarks - Re-enabled terrain rendering in FoliageGridBenchmark - Delete TerrainBenchmark Tests: autobench in editor
Revert file change
Dont print anything on weaving success - only failure Wrap lots of weaver variables in using statements to help prevent any leaks/issues in the future