193,908 Commits over 4,079 Days - 1.98cph!

2 Years Ago
Scene/UI progress & related files
2 Years Ago
Various animation source updates
2 Years Ago
Merge from main
2 Years Ago
Changing the default pool prewarm count to 1 of each instead of 10 of each (some frequently used prefab types still prewarm with 100)
2 Years Ago
Missing file
2 Years Ago
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2 Years Ago
Roboto mono TMP asset
2 Years Ago
Update HUD to show failed objectives Automatically mark missions dirty when completing or failing an objective
2 Years Ago
compound S2P
2 Years Ago
compound level
2 Years Ago
residential buildings prefab include glue meshes road prefabs - some more overgrowth dressing glue for cemetery fence tweaked decals opacity fixed offset on town square collider
2 Years Ago
fixed some holes left behind in residential buildings LOD2's
2 Years Ago
Loose Shirt files
2 Years Ago
adding decal sources
2 Years Ago
merge from main
2 Years Ago
cave_large_sewer S2P
2 Years Ago
attempt to fix terrain trigger in cave_large_sewers chimney
2 Years Ago
Manifest update for renamed prefabs
2 Years Ago
visual improvements around scientist mission giver npc (stands out better) made trees and signs harvestable in monument
2 Years Ago
Various heli turret WIP
2 Years Ago
Fixed some issues with the skin picker UI
2 Years Ago
Import first batch of emoji Delete placeholder content
2 Years Ago
HLOD generation will now disable r/w on meshes as part of the build
2 Years Ago
Fixed green pipe option not appearing in radial menu (whoops)
2 Years Ago
Merge from main
2 Years Ago
Merge from main
2 Years Ago
Scene backups
2 Years Ago
Marked all monument HLOD meshes as non read/write, should save some memory (some of these meshes are quite chunky) Added a new tool to mark a generated mesh as non read/write, as this isn't exposed in the inspector but is in the metadata (?)
2 Years Ago
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2 Years Ago
Post tweaks for text contrast
2 Years Ago
Text style
2 Years Ago
Reduced the distance limit between industrial pipe anchors (was 0.3, now 0.05) Adjusted the pipe mesh generation to dynamically adjust the curves to better accomodate tight line points This does allow some scenarios where pipe generation looks rough but the usability tradeoff is worth it
2 Years Ago
Adjusted cockpit interior lights to match the final gun camera look
2 Years Ago
Added UI to expose new filter options
2 Years Ago
Checked every prefab in the project and every single one has LifeState set to LifeState.Alive, so set it to ReadOnly in the Inspector. One less thing to worry about getting right.
2 Years Ago
Merge from industrial
2 Years Ago
Holding sprint while placing industrial pipes adjusts the placement raycast so it collides with deployables, allows running pipes around boxes like in the update trailer Increased the offset industrial pipes have from the placement surface by 0.01
2 Years Ago
Vehicle turret loot panel
2 Years Ago
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2 Years Ago
merge from main
2 Years Ago
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2 Years Ago
Add a mission objective script to deal X damage to a specific mission entity Fail the objective if the target entity is not found anymore Add an option to specify if an objective is required, and if it is then failing it will fail the mission
2 Years Ago
Misc shader variant cleanup
2 Years Ago
Fixed compile error in Standard-Particle for instancing permutation
2 Years Ago
Fixed compile errors in Standard-Indexed shader set
2 Years Ago
Fix for certain TOD
2 Years Ago
Fixed edge case of underground train entrance stairs not connecting to underground line
2 Years Ago
AH post grading WIP Underlying material tweaks
2 Years Ago
Merge from nexus
2 Years Ago
added weaponrack_tall