127,072 Commits over 4,171 Days - 1.27cph!

7 Minutes Ago
Make an actual item for the 50cal turret rather than using an m249
8 Minutes Ago
merge tropical1_prefab to deep_sea
9 Minutes Ago
Setup s2p for tropical1, bake the prefab
18 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.
21 Minutes Ago
Bake terrain mesh with LODs for tropical_1
28 Minutes Ago
Shadow cascades are now set to a minimum of 2 to minimize light leaking
30 Minutes Ago
Disabled map in the deep sea
30 Minutes Ago
Merge from naval_update
36 Minutes Ago
40 Minutes Ago
merge terrain to mesh utility into deep_sea
46 Minutes Ago
48 Minutes Ago
merge from naval_update/deep_sea/portal_effects
51 Minutes Ago
merge from naval_update/deep_sea
52 Minutes Ago
Merge from boat_building
1 Hour Ago
Added a list of prefabs for islands and cities instead of using paths
1 Hour Ago
Merge from parent
1 Hour Ago
Codegen
1 Hour Ago
Fixed project opening in safe mode: Deleted code in ResetStaticFields.cs to enable codegen. Ran codegen.
1 Hour Ago
merge from naval_update
1 Hour 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
2 Hours Ago
Merge: from main
2 Hours Ago
Restore changes
2 Hours 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
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
merge from satdish_puzzle
5 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)