193,994 Commits over 4,079 Days - 1.98cph!

6 Years Ago
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6 Years Ago
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6 Years Ago
gesture stuff
6 Years Ago
merge from main
6 Years Ago
Shop mass item purchase.
6 Years Ago
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Merge from HorseArtUpdate
6 Years Ago
Added Piebald variation Updated textures for all variations Added skinned horse mesh
6 Years Ago
[d11][Audio] Some tweaks to Frontend Mix. Made sure Subtabs trigger the correct sounds regardless of the sound definitions used.
6 Years Ago
[D11] [UI] Added option to toggle proximity/range of quick chat messages. Temporarily disabled Local and Team proximity chat.
6 Years Ago
[D11] [UI] Tweaks to Piemenu colours
6 Years Ago
changed tile fall highlight layer to fix a sorting issue
6 Years Ago
Split SceneLODs up into quadrants, manipulate LODGroups/RendererLODs instead of individual renderers, use dist-to-box for fade distance, fixed occlusion messing with disabled renderers inside buildings
6 Years Ago
merge
6 Years Ago
[D11] [UI] cosmetic tweaks to options menu
6 Years Ago
[D11] Fixes and additions for player stat translation strings
6 Years Ago
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6 Years Ago
Hooked up all the UI etc. Fin
6 Years Ago
[D11] [UI] WIP fix for sleeping bag placement crash.
6 Years Ago
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[D11] Server console command for detecting and naming errant AudioSource.
6 Years Ago
[D11] these didn't go in the last commit for some reason.
6 Years Ago
[D11] some occlusion overhaul, initial version. Occlusion is hooked up to the instancing renderer now. Meshes use OBBs instead of spheres to get tighter occlusion bounds. HiZ samples 4x4 instead of 2x2 to reduce false positives, so less objects pass the occluded objects get drawn. Also does polygon clipping of the OBB to prevent offscreen projection making the NDC box massive, this could be too expensive but it's only clocking 37usec on ps4 on a 4k map. MeshOccludee uses OBBS, ArticulatedOccludee uses AABBS, anything else still uses spheres. todo: memory footprint has been increased over the original version, this could be improved. The pixelshader fallback path has been lost, I could put it back together again if needed. Various things are not being registered with the occlusion system, such as things using MeshCull, and some other stuff to, so these could be added. Some of the other clients of the occlusion system could use tighter bounds, since the system now supports spheres, aabbs and obbs.
6 Years Ago
[D11] [UI] Added map markers to prefabpoolwarmup.
6 Years Ago
Deed sale
6 Years Ago
Merge from main
6 Years Ago
Codegen
6 Years Ago
Protobuf
6 Years Ago
Added TreeManager (does what FarAwayTreeManager and FarAwayTreeRenderer do, but uses ImpostorRenderer for rendering)
6 Years Ago
[D11] Disable audio for server builds
6 Years Ago
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6 Years Ago
Added test player animator, bools & updated clips of some anims
6 Years Ago
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6 Years Ago
[D11] Update Game Manifest (WIP fix for sleeping bag crash). Map Marker prefab corrected.
6 Years Ago
[D11] Fix to prevent a dead playing from trying to inspect their own corpse
6 Years Ago
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6 Years Ago
[D11] Fixed the inspection UI of viewing a sleeping player to display the correct title, player name, and re-aligned the player name display. Viewing a dead player now also now uses a translated text for the title.
6 Years Ago
merge to release
6 Years Ago
ExplosionDebris doesn't break if there's no debris children
6 Years Ago
merge to release
6 Years Ago
Fixed scrap man opportunity, remade SO files. (case mismatch between filename and class name)
6 Years Ago
Scrap man sponsorship text fix
6 Years Ago
[D11] Fix for protection values not being set properly when being shot by NPCs
6 Years Ago
Unit detail cards now show correct scrap icon for repair button. Hooked up the unit detail card button to actually work. Unit detail card durability refreshes win using its repair button.
6 Years Ago
More conversions.
6 Years Ago
Scene backup.
6 Years Ago
remade halloween bat FX, rerender icons cleaning some fx prefab, removing unused stuff