193,446 Commits over 4,079 Days - 1.98cph!

5 Years Ago
[D11] Dredging Boat z fighting fix
5 Years Ago
Added roads, powerlines, tiny monuments, harbors, offshore monuments, caves to World_Setup_v3 stack
5 Years Ago
cherrypicking cake fixes
5 Years Ago
Making a external prefab of World_setup_v3 in project_gaea. This will be useful for all the upcoming maps world stack maintenance
5 Years Ago
Added pine/fir trees back to temperate forests but only on Alt topology. This adds variation without needing be in tundra Manifest
5 Years Ago
[D11] Merge wtih main
5 Years Ago
[D11] [UI] Disabled Server Stats page on in game options carousel.
5 Years Ago
Compound scene2prefab
5 Years Ago
Fixed missing colliders on music stage speakers
5 Years Ago
Fixed monument topology in Swamp_c
5 Years Ago
Merge from Main -> Vehicles
5 Years Ago
updated steering wheel model/texture/mat
5 Years Ago
Added basic plasceholder damage texture and auto-gen normal map, plus black mask to hide it for now.
5 Years Ago
Removed StartMaxHealth(). All overrides for StartMaxHealth() returned the same as max health. Now that StartMaxHealth() also returns max health in the base method, the whole method can be removed and swapped for MaxHealth().
5 Years Ago
Changes to BaseCombatEntity so that StartHealth and MaxHealth can be different, allowing for vehicles to spawn correctly with less than 100% health. - StartMaxHealth() now returns MaxHealth() instead of StartHealth() - ClientInit now sets _maxHealth to MaxHealth() instead of StartHealth()
5 Years Ago
Setting initial chassis health + minor code cleanup
5 Years Ago
Update editor modular car player inventory loadout to include a hammer
5 Years Ago
Spawned vehicles start with heavy damage
5 Years Ago
Merge flamejet_optimisation
5 Years Ago
Reworking vehicle spawn settings, added property drawer
5 Years Ago
Remove array allocation every LateUpdate on FlameJet
5 Years Ago
fix
5 Years Ago
5 Years Ago
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5 Years Ago
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5 Years Ago
Merge from map_improvements
5 Years Ago
Unsaved.
5 Years Ago
Bugfixes
5 Years Ago
Only update map markers when adding/removing points (fixes monument widgets vanishing for a frame when adding/removing markers)
5 Years Ago
+ Added in a early version of HDRP water shader
5 Years Ago
Merge from main
5 Years Ago
changed the biome tinting source on foliage stones
5 Years Ago
Merge from instruments
5 Years Ago
Merge from chainsaw_reload_fix
5 Years Ago
Merge from scientist_lootpanel_fix
5 Years Ago
Merge from workshop_download_fix
5 Years Ago
Merge from tree_game
5 Years Ago
more wip
5 Years Ago
Latest terrain generation Grass now fades into dirt before sand in arid biome Arid biome fades to temperate biome on the shore Stronger stones/gravel channels hopefully helping with grass foliage cutout
5 Years Ago
updated dashboard/seat
5 Years Ago
Hierarchy organisation & naming
5 Years Ago
Light luminance tweaks to terrain_config
5 Years Ago
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5 Years Ago
Fix some mismatched profiling markers
5 Years Ago
Allow the deep profiling build option to work
5 Years Ago
Save a bit of memory on the asset bundles by disabling load by filename
5 Years Ago
Only render 1 level at at time in the big offices.
5 Years Ago
Fix for output instance buffer not being rebound when it's reallocated and BRG is being used
5 Years Ago
Remove unnecessary MeshOccludee components on instanced meshes when they're in child objects and relax rules about where LOD meshes can be in the hierarchy
5 Years Ago
Fix for far away trees in editor when ps4 platform is selected