127,069 Commits over 4,171 Days - 1.27cph!

5 Minutes Ago
Imported audio files for the boat wheel deployed,ui grab, ui drop, turn loop, start turning, stop turning. Implemented those in code into the file SteeringWheel.cs.
8 Minutes Ago
Bake terrain mesh with LODs for tropical_1
16 Minutes Ago
Shadow cascades are now set to a minimum of 2 to minimize light leaking
17 Minutes Ago
Disabled map in the deep sea
18 Minutes Ago
Merge from naval_update
23 Minutes Ago
27 Minutes Ago
merge terrain to mesh utility into deep_sea
34 Minutes Ago
35 Minutes Ago
merge from naval_update/deep_sea/portal_effects
38 Minutes Ago
merge from naval_update/deep_sea
40 Minutes Ago
Merge from boat_building
48 Minutes Ago
Added a list of prefabs for islands and cities instead of using paths
49 Minutes Ago
Merge from parent
52 Minutes Ago
Codegen
56 Minutes Ago
Fixed project opening in safe mode: Deleted code in ResetStaticFields.cs to enable codegen. Ran codegen.
56 Minutes Ago
merge from naval_update
60 Minutes Ago
Phrases update
1 Hour Ago
Compile fix
1 Hour Ago
Fixed phrase conflict in PickupErrors
1 Hour Ago
Merge from main. (taking oilrig changes from main)
1 Hour Ago
naval_update -> naval_update/gun_turret
1 Hour Ago
Merge from monument_notification_sounds
1 Hour Ago
Increment network protocol for new RPC's
1 Hour Ago
Bug fix for a selection of player update animations
1 Hour Ago
Merge: from main
1 Hour Ago
Restore changes
1 Hour Ago
Merge from main
2 Hours Ago
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3 Hours Ago
commit of annoying material list that keep modifying until committed
3 Hours Ago
FC2 scene to prefab
3 Hours Ago
disabling lightgroupattime throughout for now
3 Hours Ago
Weather changes when entering the portal, getting progressively worse until you reach the end Players are only teleported once they fully cross the portal
3 Hours Ago
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3 Hours Ago
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4 Hours Ago
merge from dome_diesel
4 Hours Ago
2 Dome diesel spawns moved to puzzle
4 Hours Ago
commit of annoying material list that keep modifying until committed
4 Hours Ago
carrying on with lighting pass, fill lights for bespoke segments throughout floating city 2 added some dim fill lights to bridge prefabs to accelerate lighting throughout levels wherever they are
4 Hours Ago
subtract 132375 132374
4 Hours Ago
subtract 132376 merge from monument_notification_sounds
4 Hours Ago
merge from monument_notification_sounds
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
merge from satdish_puzzle
4 Hours Ago
Fixed BP fragment not spawning after being looted at satelite dish monument
6 Hours Ago
Replace normal sprinkler visuals with "new" sprinkler_model in electric.sprinkler.deployed prefab
6 Hours Ago
Add new sprinkler_model prefab that has two set of renderers: one for skinned meshes and one for normal renderers - reduce skinned LODs from 3-> 2 since the AnimatorLOD will turn off the renderers once they are past 25m (meaning it will switch to placeholder renderers) - reduce unskinned LODs from 4->3 since the 4th LOD was messed up (still hide after 100m)
6 Hours Ago
Add SkinnedPlaceholder component that will switch between skinned & normal mesh renderers depending on the animator being active - can check animator for bool parameter and check if it's in a known inactive state - poll every 5s (configurable) to see if the animator is inactive - send event when the animator is activated from EntityFlags_Animator
Today
More spawning
Today
merge from modding_cui_merges -> main