197,481 Commits over 4,110 Days - 2.00cph!

Just Now
clear static test field in pet-test teardown
10 Minutes Ago
Codegen
11 Minutes Ago
Resolved auto turret merge conflicts
18 Minutes Ago
Clean: simplify previous bugfix Tests: ran the unit test
27 Minutes Ago
Update: Projectile.TestConsistency now checks for number of phys commands issued Tests: unit test passes
34 Minutes Ago
Bugfix: Projectile.TestConsistency - when substepping movement, use the right trace result Tests: consistency unit test now passes
37 Minutes Ago
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49 Minutes Ago
Bugfix: TestProjectileEntity now works in C+S Tests: ran the previously failing unit test
1 Hour Ago
Bugfix: Projectile.Batch - don't over-simulate prjectile when reacting to a hit/ricochet Also noticed serial test vs entity is failing - will fix next Tests: single-projectile-batch test passes, but the whole batch fails
2 Hours Ago
Dont try and flee to a monument if you're already inside one (improved)
3 Hours Ago
- Have scientist aim up and down instead of only horizontally (only visual) - Fix scientists looking at the lkp through walls instead of looking at potential ways the target could be coming from (only when staying in cover for now)
3 Hours Ago
Dont add no go zone if user is in monument, cache IsMonument status on the actual zone itself
3 Hours Ago
updated the diy hammock from blockout to finalised mesh and textures
3 Hours Ago
merge from main (AutoTurret.Server conflicts)
3 Hours Ago
Store DLC tab wip
3 Hours Ago
Restored UIBackgroundBlur-IngameMenu mat
3 Hours Ago
Update: ProjectileTests.TestConsistency - debug code to isolate projectile Still fails on 520, but now with different results(proj moves, but different height). Tests: ran unit test - fails (expected)
3 Hours Ago
Update: ProjectileTests.TestConsistency - rewrote logic to run both serial and batched in one test - Removed old serial validation logic - Renamed PerfSerial test to Performance (since it also runs batched variation) Detects an issue currently, investigating. Tests: ran the new test - fails (kind of expected, but still suspicious)
4 Hours Ago
Use plane height for random restricted patrol size destinations and flee positions
4 Hours Ago
fixed abyss skin item def being null (wrong reference name)
4 Hours Ago
Fixed store overlay cart button styling when the pack is owned
4 Hours Ago
rebake CraggyIsland water and height maps - resolves "water holes"
4 Hours Ago
Store overlay pages auto cycling
4 Hours Ago
phrases
5 Hours Ago
merge from autoturret_optim (fixes)
5 Hours Ago
Move SH calculations to vertex shader, use Unity shadow fade function for shadow to SHDO transition/blending, remove unneeded interpolators, fixed precision issue causing SHDO flickering when in shadow range.
5 Hours Ago
merge from FrontierGate_Token
5 Hours Ago
merge from store-june-2025
5 Hours Ago
"View in inventory" button leads to the new item after opening a crate
5 Hours Ago
Merge: from main
5 Hours Ago
Update: AutoTurret.ProcessInterferenceQueue - remove last float time calc Think all server-side logic has been ammended Tests: builds in editor C+S
5 Hours Ago
Added navigation url support to steam inventory
6 Hours Ago
Update: AutoTurret.nextAmmoCheckTime -> double Tests: builds in editor C+S
6 Hours Ago
Update: AutoTurret.nextForcedAimTime -> double Tests: builds in editor C+S
6 Hours Ago
Merge from parent
6 Hours Ago
added workshop source locker that has shelves and doors
Today
Reduced flickering from dropped flares Completely remove flickering if limit flashing option is enabled
Today
Remove temp testing walkways
Today
Re pivoted all of the floating walkway prefabs and adjusted the buoyancy points for better movement
Today
Possibly fixed simple floating platforms flipping
Today
Fixed SimpleFloatingEntity running logic if no players are nearby
Today
Copy the terrain water system over to the floating city system so that water level queries work as expected (copied from craggy) Added a new ForceSpawnPoint component, if this is present in a scene the player will always spawn there (editor only)
Today
Merge from parent
Today
Merge from main
Today
Fix out of range exception in PlayerModelCinematicList.UpdateCinematicAnimations when running with bundles in editor
Today
Fix some collision meshes not being R/W
Today
Fixed NREs when opening crate in steam inventory
Yesterday
Switch to loading/unloading scenes async so we can always do it additive Fixes to get almost in game
Yesterday
Merge from main
Yesterday
WIP using scenes to speed up asset warmup