196,110 Commits over 4,110 Days - 1.99cph!

22 Minutes Ago
merge from party_system -> aux1
26 Minutes Ago
merge from party_system -> aux1
42 Minutes Ago
Add kickparty command to remove members from your party
1 Hour Ago
Fix party not showing for the player who joins a party via an invite
1 Hour Ago
merge from abyss_storage_fix
1 Hour Ago
Abyss Containers - Changed deploy and open/close SFX to metallic ones fixed gibs warnings in vertical ver fixed missing collisions for small deployables in horizontal ver fixed horizontal ver corpse gibs collisionmeshdata error fixed horizontal ver missing groundwatch
1 Hour Ago
Additional validation checks. Converted all the remaining whitebox blocks to BoatBuildingBlock
3 Hours Ago
Fixed removing the wrong instance when the swap-back-removal of another instance invalidated the indices by reintroducing instance sequence numbers, but slightly better.
3 Hours Ago
3 Hours Ago
3 Hours Ago
Fix grenade explosions not being heard by scientists
3 Hours Ago
Settings: Gesture menu baseline Reset tooltip when switching tabs
4 Hours Ago
Ocean alpha test on beaufort 0
4 Hours Ago
A ton of adaptations for the new height falloff.
4 Hours Ago
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4 Hours Ago
ContainerCorpseCreator compile fix
4 Hours Ago
Fixed wire slack for christmas lights, already fixed on decor_lighting_dlc but needs to work til we merge it
4 Hours Ago
Plumbed up 'isOpen' hook for the new menu
4 Hours Ago
Prevent potential bug if scientist reaction time is ever set to 0
4 Hours Ago
Applied recent graphics preset fix to the new settings menu Fixed some sliders using whole numbers instead of decimals
4 Hours Ago
- Makes cientists rush players instead of staying passive after they land a few good shots - Halves scientist bullet damage but double their accuracy (less brutal damage spikes, damage is more correlated to how long you stayed exposed) - Increases flank speed and probability - Adds profiling annotations to scientist fsm transitions - Modifies canSeeTarget transition to take into account the same reaction time used for shooting (to prevent scientist's legs reacting to player before their trigger finger) - Fixes confusing alternate use of Trans_IsTargetVisible and Trans_CanSeeTarget
5 Hours Ago
Update: BiomeBenchmark - allow filtering which biomes to test - also slowed down the camera flight to help with pop-in Tests:benchmark in editor
5 Hours Ago
More in game to menu plumbing work
5 Hours Ago
Settings menu color pickers, added back all the accessibility settings
5 Hours Ago
Fix scientists doing less damage in editor (was hitting player client collider in listen server mode)
5 Hours Ago
M15 Pistol - Added final viewmodel FBX for animation and basic materials with bakes
6 Hours Ago
Created a new entry point to new menu called MainMenu Forward all current requests for MainMenuSystem to MainMenu to keep everything contained
6 Hours Ago
Container corpse creator tool copy over the original open/close sound
6 Hours Ago
Add last played, player count and last wipe information to connection modal Customisable box setup for more info Better flex setup for connection modal
Today
Added missing open/close sounds to junkyard crane, snow mobile and waterwell.
Today
material tweaks, added more chain detail, chain greybox for suspended items until final mesh/placement
Today
Buildfix: wrap new test in server if-def Tests: editor build check
Today
Bugfix: TakeFractionOfItems no longer leaks List<Item> Tests: destoyed a box with `dropCorpseOnDeath 1`, pool stats no longer had an active List<Item>
Today
Bugfix: TakeFractionOfItems no longer drops items that didn't fit destination container Tests: unit test - previously failed, now passes
Today
Test: unit test for DroppedItemContainer::TakeFractionOfItems Don't think we can reproduce the pooling bug with vanilla items, so adding a unit test instead. Currently fails. Tests: ran the new unit test
Today
Fixed an issue with the spatial environment volumes sometimes not rendering within the scene view
Today
Added open/close sound to every openable corpse.
Today
Add navblockers where there are small disconnected navmesh islands in small oilrig, as they were wasting the scientists time evaluating positions they could never reach
Today
Add todos comment highlighting potential issue
Today
Prevent scientists from being interested in bullet impact instead of loud gun shot, when the gun is shot from very far away
Show server tags on connection screen More consistent sizing on connection screen (no matter the amount of elements) Better server connection backing
Today
- Fix scientist not taking cover when sniped from very far in some situations. For example in the oilrig docks the EQS to dynamically find covers can fail it's quite open and small, so we fallback to existing manually placed cover points. - Reduce stopping distance from 1m to 5cm (again I got confused with unreal units vs unity units...)
Today
Settings code cleanup, renamed the classes and moved everything in the right folders
Today
merge from dlss4_update
Today
Merge: from main Missed backout CL
Today
Merge: from main
Today
subtracting bag_phrase_standardisation - wont do
Today
merge from kill_bees_command
Today
merge from collisionmeshdata_error_fix