225,510 Commits over 3,714 Days - 2.53cph!

Yesterday
Hack to ensure damage effect comes up
Yesterday
Wrapped method resume will get async keyword when wrapped method has it
Yesterday
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Yesterday
Can now grab count of hackable counts on cargo Cargo will now stay long enough for the last crate to be looted should it exist
Yesterday
Strip roman candle client gameobjects from server
Yesterday
Expand and expose SystemInfo * add cpu and ram info to Hardware, expose to api * Rename Hardware -> SystemInfo, add ProcessorCount Merge branch 'master' into networked-model-physics
Yesterday
Merge main
Yesterday
Merge main - fix conflicts
Yesterday
Merge main - fixed conflicts
Yesterday
Initial experiment with networked Model Physics
Yesterday
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Yesterday
Expand and expose SystemInfo * add cpu and ram info to Hardware, expose to api * Rename Hardware -> SystemInfo, add ProcessorCount
Yesterday
added decal layer ID 1,2,3 to terrain material
Yesterday
merge from terrain-decal-fix
Yesterday
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Yesterday
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Yesterday
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Yesterday
merge from coffin_storageadaptor_fix
Yesterday
Test branch for only interpolating transforms set in Fixed Update for Rigidbody, with backwards compatibility for Character Controller - but output warning when using CharacterController.Move within a Fixed Update context that it should be called within OnUpdate instead. This is all separate to networked transform interpolation which remains untouched.
Yesterday
merge from waterpurifier_guidemesh_fix
Yesterday
Test branch for only interpolating transforms set in Fixed Update for Rigidbody, with backwards compatibility for Character Controller - but output warning when using CharacterController.Move within a Fixed Update context that it should be called within OnUpdate instead. This is all separate to networked transform interpolation which remains untouched.
Yesterday
merge from fix_recycler_resource_remainder
Yesterday
merge from hackcrate_fix
Yesterday
merge from item_pickup_condense
Yesterday
merge from shelves_barrel_placement_fix
Yesterday
merge from icethrone_collision_fix
Yesterday
Settings menu wip
Yesterday
AK47u vm camera anims
Yesterday
materials prep on masterhouse
Yesterday
Fov + Camerashake on perfect pedal
Yesterday
Legacy bow vm camera anim (copied from hunting bow)
Yesterday
Merge from main
Leaderboard backup, run #11730
2 Days Ago
Don't allow the quick move conveyor path to operate on items with instance data, fixes plant genetics getting lost during conveyor process
2 Days Ago
Merge from main
2 Days Ago
Possible fix for team member UI displaying incorrect values when spectating
2 Days Ago
Fixed poker tester GUI layout errors when no game is in progress
2 Days Ago
Use Present() which also has logic to handle swapchain size changes for widgets than HandlePendingSwapChainResize()
2 Days Ago
Reapplying changes from map_perf_improvements, the merge for that branch was too messy so I'll just reapply the changes with the new vending machine UI in mind The test scene for these changes is 4 clusters of 100 vending machines each, baseline takes 109ms with 3.1mb of GC to populate the map Don't spawn the child vending machine icons for the cluster icons, they're not used anymore so this saves a huge amount of instantiations (saves 2.5mb of allocations and 91ms) Convert the material params in MapView update into cached ints (saves 0.06ms every frame while map is open) Add a Poolable component to the ShopMarker and Shop marker cluster Fix the client side vending machine data not getting returned to the pool when a marker is populated Converted the drone marketplace map view to spawn the child vending machine markers on demand rather than when the map is opened and closed Final result: 6.56ms and 35.2kb of GC
2 Days Ago
Crude gestures source anim + projects files (from hackweek)
2 Days Ago
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2 Days Ago
Merge from main
2 Days Ago
Merge from main (right branch this time, lots of conflicts)
2 Days Ago
Merge from main
2 Days Ago
Cleanup on disconnect
2 Days Ago
Editing headers only
2 Days Ago
- New flexible system using a new Unity 2021+ feature allows vehicles to have items/corpses pass through without having to do any IgnoreCollision calls - Replaces the previous system for helicopters vs. dropped items
2 Days Ago
Make the paths a little more transparent
2 Days Ago
Nexus ferry path stub, wont implement for this update
2 Days Ago
Refactor to support including more ocean paths Added support for showing harbor approaches