200,001 Commits over 4,140 Days - 2.01cph!

33 Days 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
33 Days Ago
Fixed small wooden box not casting shadows
33 Days Ago
Added debug.lookingAtRay, returns more reliable info about what you're looking at. Also now works for non-entities.
34 Days Ago
Fix party invite from friend menu when accepting invite via party invite popup
34 Days Ago
Brightness tweaks.
34 Days Ago
Further iteration
34 Days Ago
support live edit of biome fog shore distance falloff in editor
34 Days Ago
34 Days Ago
Update: projectile-water test via Craggy Pretty close to covering all cases Tests: ran new tests
34 Days Ago
Update: Projectiles that are managed by unit tests only run 1 substep Tests: projectile unit tests now pass
34 Days 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
34 Days 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)
34 Days Ago
merge from indirect_instancing (code only)
34 Days Ago
Revert execution order changes
34 Days Ago
Revert compute changes
34 Days Ago
Revert script changes
34 Days Ago
Revert prefab changes
34 Days Ago
Revert package changes
34 Days Ago
Revert platform changes
34 Days Ago
Merge from manual_anchor
34 Days Ago
Revert changes to shader includes
34 Days Ago
Reverted changes to supported shaders
34 Days Ago
Revert changes to ProjectSettings
34 Days Ago
More work on railings and stairs for floating walkways
34 Days Ago
merge from main
34 Days Ago
merge from main
34 Days Ago
merge from main
34 Days Ago
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
34 Days Ago
fix server compile
34 Days Ago
some more progress on the manual anchor
34 Days Ago
.mat changes
34 Days Ago
New inventory crafting modal + generic modal component
34 Days Ago
redesigned inventory overlay warning + button prefabs
34 Days Ago
Remove some barks
34 Days Ago
Change push bark
34 Days Ago
Remove another bark, change push bark
34 Days Ago
Remove peek VO
34 Days Ago
merge from main
34 Days Ago
- 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
34 Days Ago
Merge from vsync_limit_fix
34 Days Ago
Connected Session new design
34 Days Ago
Remove comments
34 Days Ago
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
34 Days Ago
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
34 Days Ago
Merge: from main Tests: none, no conflicts
34 Days Ago
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.
34 Days Ago
Updated art on floating walkway railings
34 Days Ago
Better commit message: Deployables of the same type will now snap together provided they are close enough. Boxes, Shelves will now auto snap etc.