193,416 Commits over 4,079 Days - 1.98cph!

7 Years Ago
Minor edits
7 Years Ago
Cleaning up
7 Years Ago
Only move player when grounded
7 Years Ago
Fixes
7 Years Ago
Rename the user manager back to the old name
7 Years Ago
Minor edit
7 Years Ago
Client/Server cleanup
7 Years Ago
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7 Years Ago
darker nights
7 Years Ago
culling.env enabled by default (player testing)
7 Years Ago
reduced lodcomp occludee min visible time
7 Years Ago
more lightweight culling debug
7 Years Ago
water rendering profiler sample
7 Years Ago
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7 Years Ago
Optimized TAA fast path in PostProcessLayer.OnPreCull
7 Years Ago
Data
7 Years Ago
night fog elimination via climate settings
7 Years Ago
removed random spaces I left behind
7 Years Ago
Upkeep timer is saved / loaded (restores purchased upkeep time when restarting server, makes very little difference though) Upkeep also scales with decay.scale convar (easier testing)
7 Years Ago
random number feeding into colour lerp value
7 Years Ago
Cleanup
7 Years Ago
Added ground check
7 Years Ago
fixed incorrect spinner wheel gibs material path import
7 Years Ago
_ColorLerp in shader (should be between 0 and 1)
7 Years Ago
AI designer zoom slider
7 Years Ago
Fixed node resizing in progression designer
7 Years Ago
Misc
7 Years Ago
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7 Years Ago
vm source updates
7 Years Ago
Zoomable progression designer & AI designer
7 Years Ago
Ai behaviour progress
7 Years Ago
AI can catch player, resets position for now
7 Years Ago
Backup
7 Years Ago
Added contract in/out animations (not implemented yet) added temp music (missing from other commit)
7 Years Ago
dandy
7 Years Ago
Hello darkness
7 Years Ago
dandelion
7 Years Ago
Removed interaction Ids from unlocks (can still be used to unlock, but not unlockable) Progression designer progress Deleted some old unlocks (rock smash, tree felling)
7 Years Ago
fox gloves
7 Years Ago
latest
7 Years Ago
automerge from groups should deal with objects having modifiers now
7 Years Ago
Added AI prefab Moved pause to gamemode
7 Years Ago
Merged
7 Years Ago
merge from main
7 Years Ago
Ai behaviour stuff
7 Years Ago
correct buffer size for Panel:GetText when using dynamic alloc
7 Years Ago
Cliff & rock prefabs have extra navmesh modifier component to make sure we're not trying to bake trim meshes Rebaked island01
7 Years Ago
More on AI behaviour
7 Years Ago
Might be able to get away with a single NetworkUser that can cover both human and AI (bot) players
7 Years Ago
Merged from main