136,033 Commits over 4,444 Days - 1.28cph!

1 Year 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
1 Year Ago
fix server compile
1 Year Ago
some more progress on the manual anchor
1 Year Ago
.mat changes
1 Year Ago
New inventory crafting modal + generic modal component
1 Year Ago
redesigned inventory overlay warning + button prefabs
1 Year Ago
Remove some barks
1 Year Ago
Change push bark
1 Year Ago
Remove another bark, change push bark
1 Year Ago
Remove peek VO
1 Year Ago
merge from main
1 Year 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
1 Year Ago
Merge from vsync_limit_fix
1 Year Ago
Connected Session new design
1 Year Ago
Remove comments
1 Year 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
1 Year 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
1 Year Ago
Merge: from main Tests: none, no conflicts
1 Year 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.
1 Year Ago
Updated art on floating walkway railings
1 Year 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.
1 Year Ago
Deployables of the same type will now snap together: Eg walls will snap together
1 Year Ago
tweaked collision on abyss horizontal barrel so it's within the bounds of the deployable
1 Year Ago
Bugfix: powering up auto-turret now runs a search - Simplify and clean authDirty-related code One of previous bugfixes mucked this up by allowing authDirty to desync. There's still a case that's possible, so one more fix needed. Tests: powered up the turret by standing in front of it - it started shooting correctly
1 Year Ago
improved topology-based max carve height to produce a better gradient
1 Year Ago
manual anchor fbx update and some priliminary texture/material work
1 Year Ago
Huge code cleanup Introduce two modes, simple or advanced snapping behaviours
1 Year Ago
Remove some voice lines that seemed out of place
1 Year Ago
Merge from negative_source_modifiers_godmode
1 Year Ago
Modifiers with a negative source (eg: incapacitate/blind darts) no longer get added to god mode players. Added Modifier.HasNegativeSoruce()
1 Year Ago
Pre-emptive reload when mag not full and target not seen for a while
1 Year Ago
tweaked wall storage deploy volumes to allow for small wood storage
1 Year Ago
add store icons
1 Year Ago
M15 Pistol - Updated item name and description
1 Year Ago
Merge from snake_los
1 Year Ago
merge from fix_roof_stability
1 Year Ago
Remove instancing support from all non-standard shaders
1 Year Ago
Snake LOS improvements
1 Year Ago
Merge from parent
1 Year Ago
merge from purifier_waterloss_fix
1 Year Ago
merge from ui_volume_slider
1 Year Ago
subtract jungle_update/spatial-biome-fog/fogmethod1
1 Year Ago
merge from jungle_update/spatial-biome-fog/fogmethod1
1 Year Ago
Merge from main
1 Year Ago
Merge from naval update
1 Year Ago
Disable vsync while the game is in background if limit fps in background is enabled
1 Year Ago
Unsaved
1 Year Ago
Merge from scientist_spawners_enabled_fix
1 Year Ago
Fix tunnel dwellers still spawning when scientist_spawners_enabled is set to false
1 Year Ago
Fixed being able to swap items into containers marked NoPlayerInput (old bug, but relevant with the new mission containers)