195,819 Commits over 4,110 Days - 1.99cph!

1 Year Ago
merge from main
1 Year Ago
Fixed some industrial lights material being set to "Opaque" instead of "Transparent"
1 Year Ago
Animal navmesh prefab setup and generation for tutorial island. Initial navmesh settings, can tweak if needed when we have final island size.
1 Year Ago
homing missile launcher setup textures, materials and prefab removed blockout
1 Year Ago
Fixed building tier disappearing from radial menu when valid building skin is set
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
Starting next conversation stage Cleaned up conversation flow on tutorial npc Fixed using the debug tutorial misison shortcut wouldn't allow speak to scientist stage from completing (TutorialIsland no longer implements IMissionProvider)
1 Year Ago
Finish off cooking tutorial Refactor MissionObjective so we only have one ProcessMissionEvent method to override, it now receives a MissionEventPayload that includes any valid information about the event (a networkable id , an int or a uint) Cuts down on lots of vague casting and prevents objectives overriding the wrong overload and inadvertedly missing events Added consume mission objective type
1 Year Ago
Use HasCloseConnections instead of Vis.Entities for TrainCar and JunkPile
1 Year Ago
Added warnings for mismatched file id and mission not being assigned to manifest
1 Year Ago
Added a class description comment to ObjectWorkQueue
1 Year Ago
Updated tooltip text for JunkPileWater.Queue
1 Year Ago
Parent merge
1 Year Ago
Main Camera update
1 Year Ago
Updated dev cam model. Moved to prefab for future adjustments
1 Year Ago
Merge from main
1 Year Ago
Some rich text handling improvements when using chat.add, still has some issues
1 Year Ago
Merge from main
1 Year Ago
Cherry picked 85622
1 Year Ago
Fixed 6point particle shader rotation breaking lighting
1 Year Ago
Fixed incorrect var
1 Year Ago
fixed rhib lod materials adjusted LOD3 lod mat
1 Year Ago
merge from experimental
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
wall rack LOD issue fixed - turns out it was being triangulated badly so set manual traingulation of that particular polygon issue was also persistent on a lower lod level, fixed that too.
1 Year Ago
burst module weapons have slightly reduced time between shots and a bit less recoil overall
1 Year Ago
Merge pull requests * Added SANDBOX:ContextMenuShowTool hook * Added Global.ScreenScaleH( height ) * Added table, num = table.Pack( ... ) * Added table = table.Flip( table )
1 Year Ago
merge from main
1 Year Ago
display recovery probability and time left on wounded screen
1 Year Ago
Update .gitignore Remove limits when reading SteamHTTP response headers Also supply non lowercase headers for those few that worked before
1 Year Ago
Also supply non lowercase headers for those few that worked before
1 Year Ago
Remove limits when reading SteamHTTP response headers
1 Year Ago
tweaked sunglasses lens and lens_polarised albedos so that they are darker and more opaque
1 Year Ago
Tweaked train tunnel materials that rely on the oil_rig_trims textures. Attempted to make them look like how they did originally before the texture changes Added oil_rig_trims_alt_spec texture
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
#UNITY_EDITOR fixes
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
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1 Year Ago
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1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Fixed exception and emoji's failing to load if the emoji gallery was closed and reopened while emoji's were being downloaded from the server Emoji's now download faster (was every 1.5s, now 1s)
1 Year Ago
Unsaved
1 Year Ago
merge from experimental
1 Year Ago
merge from main
1 Year Ago
New PrefabIdRef, allows us to store a PrefabId for a given target as simple uint instead of a direct link to the entity or manually copying the ID across. Includes a PropertyDrawer with an object field so the target prefab can be dragged into the field but only a uint is saved New IgniteOven mission objective type Started on follow up cooking mission
1 Year Ago
Make sure we definitely stop before world edge