138,785 Commits over 4,352 Days - 1.33cph!

31 Days Ago
Fix scientists not communicating with each other that target is lost, and some still rushing or grenading very stale location
31 Days Ago
fix easel not deployable on rocks, breaking on boats
31 Days Ago
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31 Days Ago
setup 3p shield anims and applied to player animation.controller
31 Days Ago
reactive target unstuck-ing force trigger collider
31 Days Ago
initial step towards making proper shore vector generation fast enough to avoid blitting data for the deep sea - Native DistanceField methods using jobs and burst - jobified various other parts of the shore vector generation - fixed batched HeighMap position query not using the deepsea data - about a third of the previous runtime currently but still too slow
31 Days Ago
Merge from naval_update
31 Days Ago
- Prevent scientists from being overly agitated (going from hiding spot to hiding spot never pausing in between) when peeking and flanking both are not possible - Prevent scientist on other floors or sniped from being too agitated (peeking and wobbling a lot) even though nothing is happening near them - Fix scientists throwing grenades while searching or while being surprised
31 Days Ago
Easel code cleanup
31 Days Ago
Update(breaking-change): WorkQueueProfiler now also reports BudgetTime - breaking as this doesn't match CSV template Tests: none, compiles
31 Days Ago
Update: WorkQueueProfiler now sends an extra aggregate record for queues We could aggregate it on the backend, but that would mean sending through potentially a hefty amount of empty records Tests: compiles
31 Days Ago
Paintball projectile is its own thing instead of a glowing tracer. (Needs tinting in code)
31 Days Ago
Charcoal Comp Box - blockout prefab configuration
31 Days Ago
Merge from main
31 Days Ago
Merge from naval_update
31 Days Ago
Folder structure for rentable shop kiosks + temporary trim planning textures
31 Days Ago
Signage LOD NRE guard
31 Days Ago
Clean: add a couple TODOs for when I'll be going through old analytics code cleanup Tests: none, trivial changes
31 Days Ago
dance animation updates
31 Days Ago
Update: extracted PersistentObjectWorkQueue.TelemStats into WorkQueueTelemStats - made ObjectWorkQueue populate it - every queue now always logs it's budget time, even if it has no work to run (so that we can estimate budgetted/total time %) Opens it up for use in custom queues as well, but I'll cross that bridge later Tests: compiles
31 Days Ago
Dropped item fix
31 Days Ago
updated skins list - silly horse mask was set to wrong steam id
31 Days Ago
some vertex normal weights polish on doorway and window blocks added doorway and window blocks projected decal for the bone ornaments crypt bones decal projector files/textures
31 Days Ago
Fix pool leak
31 Days Ago
Bugfix: ensure Runtime profiler reports WorkQueue and Invokes from the same frame - moved it's logic to be invoked via PostUpdateHook.OnLateUpdate, rather than slamming it directly into PostUpdatehook internals Previously invokes would be from last frame, while work queues would be from current. It's still a little wrong, as we're reporting it as data from last frame - but at least it's consistently wrong Tests: none, will deal with any fallout later
31 Days Ago
Merge from artist_pack_dlc
31 Days Ago
Merge from main
31 Days Ago
Update: rejig a couple parts of TelemStats to simplify code Tests: compiles
31 Days Ago
- Paintball gun no longer applies paintball colours to the particle effects of entities which have custom impact effects setup - Fixed train bell dinging every time we just wanted to know what its impact effect is. Bell now dings when it's attacked
31 Days Ago
merge from main
31 Days Ago
Add DecalOffset component to allow decals to be offset along their relative y-axis Added this to paintball decals to fix most issues of them not appearing on some building surface types. Still an issue for the hard side of shipping container walls, might need an additional option to set per surface type.
32 Days Ago
merge from main
32 Days Ago
Updated Horse Mask LODs
32 Days Ago
3p jump mid air anim exported after editing and assigned to playeranimation controller
32 Days Ago
reworked shoredata blitting to handle rotated bounds properly and not clamp-extend outside pixels
32 Days Ago
Deleted extra icon
32 Days Ago
foundation triangle crypt displays correct wall type
32 Days Ago
Fixing ak 47 anims not having tanslation baked into prop bones
32 Days Ago
Merge from sails_motion_vector_fix
32 Days Ago
re-applied crypt building grades to blocks post merge
32 Days Ago
Upgrade Standard-Wind shader to match Standard Use Standard-Wind for sails to fix motion vectors
32 Days Ago
scientist_boats_gameplay_pass_4 -> main
32 Days Ago
Compile fix
32 Days Ago
scientist_boats_gameplay_pass_4 -> main
32 Days Ago
main -> scientist_boats_gameplay_pass_4
32 Days Ago
Use setup the correct starting rotation when mounting a turret
32 Days Ago
Merge from workcart_leak_fix
32 Days Ago
Run camera animation stuff in update rather than messing around with invokes or seat overrides