126,191 Commits over 4,171 Days - 1.26cph!

3 Minutes Ago
merge from main
29 Minutes Ago
Disable workshop voting buttons when creating a skin
33 Minutes Ago
merge from fix_client_server_fields -> main
35 Minutes Ago
Fix fields that escaped the first time - SpacialBiomeFog - VolumeClouds
44 Minutes Ago
Update: break ItemStoreTakeover links to sprites - Added warmup-cooldown to relevant UI screens Doesn't work correctly - menu spawns, but uses wrong assets. This is due to warm-up logic running before storetakeover warmup Tests: navigated to Store and Inventory pages. Inventory is okay, but store is derped
49 Minutes Ago
Compile fixes
52 Minutes Ago
Merge from naval_update
58 Minutes Ago
- Finish objectives for oil rig mission, assigned as new available mission from Outpost scientist - Optional objectives are now prefixed as optional in the mission preview conversation dialogue - Fix some issues with new reward choices - Remove ShowIf attribute, was not working well enough across the board - Add TryGetEntity to EntityRealm, works like Find but a little neater
58 Minutes Ago
Additional types - UI_Hero_QuickJoin_Entry - UI_Hero_Store - UI_ServerBrowserPage - UI_TutorialModal - UI_SkinViewerControls - UI_Store - UI_WorkshopItemList
1 Hour Ago
Teleporting on the map via enable_marker_teleport while having the underground map layer selected will now attempt to teleport you to the deepest valid position (train tunnels, caves etc.). Falls back to regular behaviour.
1 Hour Ago
Misc block fixes
1 Hour Ago
Fix serialized fields defined inside SERVER or CLIENT causing reimports - HotAirBalloon - Client - Projectile - InstancedDebugDraw - AutoTurret - PanelLight - SpatialBiomeFog - VolumeClouds - WorkshopWeather - FPSLogger
1 Hour Ago
Missing plank item changes from earlier
1 Hour Ago
Add support for spawning the new scientists, but lets stay with the old ones for now
1 Hour Ago
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1 Hour Ago
Swap avoidance Physics.Spherecast to GamePhysics.TraceAllUnordered, should be a bit more reliable Further simplification to avoidance code, not 100% sold on it so im commenting out for now
1 Hour Ago
Replaced the original wall collision mesh rather than importing a copy so I dont break static wallls using the original. Tests fine in editor on deployable and bandit town walls
1 Hour Ago
Make the cannon handle spin depending on the height of the back block, raise/lower the back block as the cannon rotates
2 Hours Ago
Replace old model with the new LODed model. Adjust: cannon hand IK, pitch clamping to fix the cannon clipping into itself, mount anchor offsets.
2 Hours Ago
Update: UI_StoreTakeover.AssignStoreBundle utility to assign it's icons to ui/store.bundle - Ran Assign Store Bundle on all takeovers Tests: inspected meta changes
3 Hours Ago
Rebase on /main
3 Hours Ago
Speed up motion list execution 30x by caching matrices and checking them for changes.
3 Hours Ago
Update: ItemStoreTakeover - stores paths to icon textures - Updated StoreTakeoverDrawer to visualize sprites from paths instead of ItemStoreTakeover fields - ran update paths on relevant prefabs Not decoupling sprite fields from ItemStoreTakeover just yet - gonna do it as a separate submit Tests: interacted with prefabs in the editor, confirmed that it's rendering correct images and paths are present
3 Hours Ago
merge from deployable_cannon
3 Hours Ago
Suppress warning in prefab preprocess for when we're running in CLIENT and SERVER, otherwise it shows up as unreachable code.
3 Hours Ago
Rework cannon reloading: - Don't start reloading if we have no ammo - Cancelling a reload restarts reload progress
4 Hours Ago
Anchor icon
4 Hours Ago
network++
4 Hours Ago
meta_shift/loot -> /main
4 Hours Ago
Fix NRE when shooting ballistas and canons
4 Hours Ago
fixed missing blueprint fragment world model outlines
4 Hours Ago
Toggle all the cart button animators when the store is not visible
4 Hours Ago
Fix tile being added on background thread instead of main thread after refactor, fix tile being added twice
4 Hours Ago
Advanced BP fragment typo fix
4 Hours Ago
meta_shift/loot -> main
4 Hours Ago
Updated hackable crate loot table, more variance Reduced slots, dynamic loot container Added title
5 Hours Ago
Sails and anchors can not be raised or lowered during boat building.
5 Hours Ago
created 3p chainsaw idle breathing anim and applied to its override controller
5 Hours Ago
4k sail textures
5 Hours Ago
Added debug.printanimators to print the status of all the animators in the scene
5 Hours Ago
merge from naval_update
5 Hours Ago
Use timers for anchor/sail
6 Hours Ago
Manifest
6 Hours Ago
Merge from parent