136,044 Commits over 4,444 Days - 1.28cph!

1 Year Ago
Merge Pull Requests * Remove duplicate "Black and White" color modify preset (Community Contribution) * Use player.iterator over player.GetAll in some base game functions (Community Contribution)
1 Year Ago
Subtract all .mat changes to investigate artifacting issues
1 Year Ago
Subtract all .fbx.meta changes to investigate artifacting issues
1 Year Ago
Merge from parent
1 Year Ago
Merge from m ain
1 Year Ago
Deployables can now be deployed on boats at sea
1 Year Ago
Merge from placement_improvements
1 Year Ago
Fixed crash issues with VPC.exe on windows Carefully updating win32 side of VPC scripts Update windows built scripts a bit Minor cleanups in gl_util.cpp VPC Cleanups
1 Year Ago
Minor VPC cleanups More VPC Cleanups
1 Year Ago
Construction setup. Block fixes.
1 Year Ago
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
1 Year Ago
Fix peripheral vision being too strong in combat
1 Year Ago
Reduce scientist health
1 Year Ago
Merge: from autoturret_optim - Fix to auto turret not responding to shots outside of firing arc - Fix to turret not reacting to shots if it got depowered then powered up again - Fix to turret snapping to hostiles outside of it's default firing arc when powering up Tests: shot it, ran around and powered it up and down using infiniteiopower in various combinations
1 Year Ago
Bugfix: prevent turret snapping to a hostile outside of the default firing arc when powering up Tests: while hostile, depowered turret, got behind it and powered it up - it didn't snap on me until I shot it again
1 Year Ago
Bugfix: reset turret's cached visibility when unsetting the target This could cause the turret to think it doesn't have a target, yet has a visible target(unpowering the turret would cause this, for example). It prevents damage reaction. Tests: while the turret was aiming at me, disabled io power cheat. re-enabled - now responds to shots. Spotted another bug though
1 Year Ago
use soft mask instead of uigradient because its poopie
1 Year Ago
Bugfix: turret will respond to sneak attacks - takes 3 seconds to drop aggro that forces aiming Spotted another bug - target and targetVisible can desync Tests: spawned a turret, snuck behind, powered up, shot at it - it rotated
1 Year Ago
Linking Graffiti pack and video on medieval
1 Year Ago
Nicer fade ramp on store items
1 Year Ago
Change overlay base to use new sliced downwards gradient
1 Year Ago
More store views
1 Year Ago
trying out lerp transition again
1 Year Ago
Merge: from main
1 Year Ago
Increase reaction time, reduce damage, simplify accuracy formula
1 Year Ago
Prevent sun banding at twilight.
1 Year Ago
Have scientists always be surprised when first hearing or being hurt by a player
1 Year Ago
Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range
1 Year Ago
configurable horizon buffer
1 Year Ago
Fix scientists being able to shoot through solid colliders when hearing the player
1 Year Ago
trawler ship hull material vcol blends progress, more uving
1 Year Ago
Even more store work
1 Year Ago
1 Year Ago
performance tuning, cleanup
1 Year Ago
snap_deployables -> main
1 Year Ago
Compile fix
1 Year Ago
Allow rotating with R when wall snapping
1 Year Ago
Cleanup
1 Year Ago
Can no longer use wall snapping to bypass max placement distances for objects Don't safely assume the first snap canditate will be valid
1 Year Ago
don't use sort jobs
1 Year Ago
Quick and dirty voicelines first pass
1 Year Ago
" Cooking workbench Mixing table Shelves Tier 1 -> Tier 3 workbench Small planter Large planter Bathtub and Railroad planter variants Fireplace Half shelves Fridge Sofa Legacy Furnace Table
1 Year Ago
Update: expand projectile test - Validates hits and misses, auth and replicated - renamed TestProjectileBaseline to TestProjectilePlayer (as I'll be adding more test types) Tests: ran all resulting unit tests
1 Year Ago
Can wall snap: Storage locker Small wooden box Electric Furnace Furnace Bed Sleeping bag As well as tc, large box etc.
1 Year Ago
Lots of store views
1 Year Ago
Added DotRush config to ignore.conf
1 Year Ago
Swap to raw matricies since we dont have the transform at this point Cache raw entity on socket attribute setup Apply snapping logic to wooden large boxes Take bounds centre into consideration
1 Year Ago
fix server build
1 Year Ago
Update: working TestProjectileBaseline baseline test Was more complicated than expected, but we got there. Tests: ran the unit test
1 Year Ago
Update: move PlayerWalkMovement awake to init Editor unit tests don't invoke lifecycle events (awake/onenable), this change makes it easier to use the class with unit tests. Tests: in C+S editor on craggy - spawned and ran around. Also spawned a fake player - no errors