200,695 Commits over 4,171 Days - 2.00cph!

6 Years Ago
Alternative compost ticking approach
6 Years Ago
[D11] SceneToPrefab update
6 Years Ago
TTT: fix infinite traitor selection loop in case of bad cvar value TTT: Remove unused exploitable concommand "wepswitch"
6 Years Ago
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6 Years Ago
Only update the transforms once per frame when needed
6 Years Ago
Added Entity.GetNWVarTable()
6 Years Ago
Fix studiomdl.exe DMX support
6 Years Ago
Bugfix: {PS4/XB1} Code Lock lights do not show if they are locked or unlocked The fix: ramped up the emission intensity on the materials used for the lock. Changed the threshold for LOD2 so that the lights are visible from a reasonable distance
6 Years Ago
Assigned generic.genes to existing plant types.
6 Years Ago
Gene types can now be weighted per type and also per gene slot. Added generic.genes definition.
6 Years Ago
Fix for tree pooling
6 Years Ago
merge from hit_detection_benchmark
6 Years Ago
Benchmark setup
6 Years Ago
Removed ColliderInfo
6 Years Ago
merge from skeleton optimizations
6 Years Ago
Fixed rock and rock blended material config
6 Years Ago
Merge from skeleton optimizations
6 Years Ago
Fixed pubes showing through underwear. Fixed preview not updating right away when censorship settings are changed.
6 Years Ago
[D11] Update to Range_Rails.FBX to remove weird black geometry issue
6 Years Ago
Added GrowableGeneProperties scriptable object for gene/slot weights data per plant (or generic) to PlantProperties. Bit of refactoring ready to start using the new data for generation.
6 Years Ago
[D11] Fixes terrain heightmap optimisation (SERVER && ! CLIENT)
6 Years Ago
[D11] Fixes terrain heightmap optimisation (SERVER && ! CLIENT)
6 Years Ago
[D11] Adds SERVER to D11_CLIENT_PROCGEN check
6 Years Ago
[D11] Adds SERVER to D11_CLIENT_PROCGEN check
6 Years Ago
[D11] Fixes terrain optimisation, also tags a some textures for streaming
6 Years Ago
[D11] Updates streaming texture flags on some textures, also adds back in terrain heightmap optimisation.
6 Years Ago
[D11] Ice Sheets Decal Material Fix
6 Years Ago
Canyon latest build - improved channelling, ability for place cliff to fill a larger amount of cliffs on terrain by terracing more even steps
6 Years Ago
[D11] Missing mesh reference fix for Grass
6 Years Ago
Merge from main
6 Years Ago
[D11] Launch_site incorrect asset position fix
6 Years Ago
[D11] Remove SceneToPrefab component
6 Years Ago
[D11] Helicopter Scale fix, forgot to check in with previous push
6 Years Ago
[D11] Helicopter position fix
6 Years Ago
[D11] [UI] Translate sends def to missing translations database if value retrieved from localisation file was null or empty string.
6 Years Ago
[D11] Reduced overdraw on terrain grass
6 Years Ago
6 Years Ago
Merged shadermerge branch
6 Years Ago
fix for an error that was coming up during scene to prefab
6 Years Ago
always rebuild instanced prefabs even if instancing is disabled (so you don't have to clean prefabs to toggle instancing)
6 Years Ago
add a warning for textures without mips
6 Years Ago
detailmapst fix
6 Years Ago
Show headshots, disable stat image if no image is provided
6 Years Ago
Fix strobe light typo
6 Years Ago
Rework shot tracking to mirror combatlog, should fix incorrect shot counts
6 Years Ago
Barrel icon
6 Years Ago
Client/Server compile fixes
6 Years Ago
6 Years Ago
DON'T return the entity gameObject from InterestedInObject. Some existing trigger scripts do this, but it prevents entities with multiple colliders from working correctly. Updating my trigger scripts here.
6 Years Ago
Cluttered Craggy WIP