127,062 Commits over 4,171 Days - 1.27cph!

6 Minutes Ago
8 Minutes Ago
merge from naval_update/deep_sea/portal_effects
11 Minutes Ago
merge from naval_update/deep_sea
12 Minutes Ago
Merge from boat_building
21 Minutes Ago
Added a list of prefabs for islands and cities instead of using paths
22 Minutes Ago
Merge from parent
24 Minutes Ago
Codegen
28 Minutes Ago
Fixed project opening in safe mode: Deleted code in ResetStaticFields.cs to enable codegen. Ran codegen.
29 Minutes Ago
merge from naval_update
32 Minutes Ago
Phrases update
38 Minutes Ago
Compile fix
39 Minutes Ago
Fixed phrase conflict in PickupErrors
47 Minutes Ago
Merge from main. (taking oilrig changes from main)
56 Minutes 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
1 Hour Ago
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2 Hours Ago
commit of annoying material list that keep modifying until committed
2 Hours Ago
FC2 scene to prefab
2 Hours Ago
disabling lightgroupattime throughout for now
2 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
merge from dome_diesel
3 Hours Ago
2 Dome diesel spawns moved to puzzle
3 Hours Ago
commit of annoying material list that keep modifying until committed
3 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
5 Hours Ago
Replace normal sprinkler visuals with "new" sprinkler_model in electric.sprinkler.deployed prefab
5 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)
5 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
Today
Fix verticalNormalizedPosition not starting at 1 (top of screen)
Today
- fix pivot missing from normal UI elements - fix rotation missing from ScrollRect
Today
Make new empty methods for oxide to hook, original ones got deleted when fighting with codegen
Today
merge from main -> modding_cui_merges
Today
merge from optimize_windows_console -> main - fix colored text being logged on main thread instead of queued to console thread
Today
merge from fix_puzzle_reset_analytics -> main
Today
Fix puzzle analytics having "Submit()" commented out. whoops