196,950 Commits over 4,110 Days - 2.00cph!

5 Minutes Ago
Merge from main
40 Minutes Ago
Snap deployables into corners if you are close enough to the corner of the wall and holding 'shift' Math was a bit difficult here due to a lack of a general wall direction vector: calculating plane corner intersections with wall normals and rayhit points along the wall
48 Minutes Ago
Fixed small wooden box not casting shadows
2 Hours Ago
Added debug.lookingAtRay, returns more reliable info about what you're looking at. Also now works for non-entities.
3 Hours Ago
Fix party invite from friend menu when accepting invite via party invite popup
4 Hours Ago
Brightness tweaks.
4 Hours Ago
Further iteration
5 Hours Ago
support live edit of biome fog shore distance falloff in editor
5 Hours Ago
5 Hours Ago
Update: projectile-water test via Craggy Pretty close to covering all cases Tests: ran new tests
6 Hours Ago
Update: Projectiles that are managed by unit tests only run 1 substep Tests: projectile unit tests now pass
6 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
6 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)
Today
merge from indirect_instancing (code only)
Today
Revert execution order changes
Today
Revert script changes
Today
Revert compute changes
Today
Revert prefab changes
Today
Revert package changes
Today
Revert platform changes
Today
Merge from manual_anchor
Today
Revert changes to shader includes
Today
Reverted changes to supported shaders
Today
Revert changes to ProjectSettings
Today
More work on railings and stairs for floating walkways
Today
merge from main
Today
merge from main
Today
merge from main
Today
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