198,681 Commits over 4,140 Days - 2.00cph!

11 Days Ago
Update: BaseRaidBench - players now animate and produce muzzle flashes Tests: ran the scene
11 Days Ago
Add auto-save paintings option
11 Days Ago
Bugfix: BaseRaidBench - track weapon cooldown properly - also account for animation delay for weapons that have it The benchmark is now much more tame. Tests: ran the scene
11 Days Ago
Fix error with turret lerpspeed when compiling in NONE configuration
11 Days Ago
Update: BaseRaidBench - stagger initial weapon cooldowns More realistic, and avoids spiking specific frames Tests: ran scene
11 Days Ago
Update: BaseRaid - emulate rockets and grenade movement Tests: ran scene, player is blasted to high heaven
11 Days Ago
Merge from main
11 Days Ago
update prefab to include item information
11 Days Ago
Fix client server directives compile errors
11 Days Ago
Update header buttons to match all the others
11 Days Ago
Fixed abyss pack page tag
11 Days Ago
WIP Automatic thrust point calculation based on hull blocks
11 Days Ago
Reimplementation of session events
11 Days Ago
Disable scientist obstacle avoidance as it causes them to get stuck
11 Days Ago
Remove leftover components from scientist suit that's not needed since the scientist is not a BasePlayer anymore
11 Days Ago
Fix error from missing param in animator
11 Days Ago
Tag hull pieces
11 Days Ago
- Fix scientists noticing the player again too quikcly after losing them (their awareness value was not decreasing properly) - Fix scientists turning to look at players before they fully noticed them
11 Days Ago
made pilot codelock a skinnable of the codelock, fixed codelock not being default craft after it was broken by the skinnable addition
11 Days Ago
Update: BaseRaidBench - use projectile specific velocity Tests: ran scene
11 Days Ago
Backgound thread that keeps a Steam auth ticket refreshed for events
11 Days Ago
Update: BaseRaidBench - weapons now use their respective projectiles instead of rifle bullets - EffectLibrary can return GameObjects now Tests: ran the scene. Server-side projectiles need further massaging (as there's no server)
11 Days Ago
Track how long since a boat has had a player aboard. Auto close sails after ~30 seconds of having no players aboard.
11 Days Ago
Compass burst cloth and rig update
11 Days Ago
Fixed half height shelf and bathtub planter having weird placement issues sometimes Fixed computer station and twitch desk not being able to be corner snapped
11 Days Ago
Update: BaseRaidBench - implement firing cooldown At least now frame time stabilizes around 150ms. Tests: ran the scene.
11 Days Ago
Implement AnyPlayersOnBoat
11 Days Ago
Removing moss from floating walkway mats
11 Days Ago
Footer styling to match other areas
11 Days Ago
EngineOn now checks for open sails and thrust
11 Days Ago
ghost ship interior progress
11 Days Ago
Save and load fog
11 Days Ago
merge from main - RC
11 Days Ago
Finally fixed the texture space being calculated incorrectly
12 Days Ago
merge from upkeep_convars -> hardcore_refresh
12 Days Ago
Set convars in hardcore gamemode to 5x upkeep (WIP)
12 Days Ago
Properly overcast.
12 Days Ago
Rewrite upkeep code so it can pull convars that are modified at runtime instead of being stuck with the convars it pulled when the TC was spawned - get rid of the arrays, pull convars manually - besides generally needing to be fixed, hardcore gamemode was changing the convar after entities were spawned
12 Days Ago
Video preview when hovering gesture item
12 Days Ago
Modify upkeep convars to make them easier to understand - remove bracket_3_blockcount convar because it doesn't do anything (all blocks past bracket_2_blockcount are automatically in the 4th upkeep bracket) - change descriptions to be a bit easier to understand
12 Days Ago
Gesture icon compression formats, fixes bleeding artifacts
12 Days Ago
Gesture menu wip
12 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
12 Days Ago
Fix Signage.PreProcess NRE on server when client components were stripped at build time
12 Days Ago
UI.Colourize shader supports SoftMask
12 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
12 Days Ago
Run part of prefab preprocess at build time on asset scene prefabs, run the rest in asset warmup
12 Days Ago
Show max team size in the disconnected screen error message instead of as a toast