198,750 Commits over 4,140 Days - 2.00cph!

2 Years Ago
Implement switching to instanced rendering only when an entity leaves network range Also support using instanced rendering the whole time but switching from highest -> lowest LOD when entity leaves network range
2 Years Ago
Merge PhysicsLayerRevamp -> Aux2
2 Years Ago
Viewmodel renderer update
2 Years Ago
PFX scene backup (River source FX)
2 Years Ago
Dir delete
2 Years Ago
Merge from diversuit
2 Years Ago
River FX rework WIP
2 Years Ago
Removed directional light from player_preview, replaced with two spot lights. Fix for player preview light affecting the scene. Also removed unused var.
2 Years Ago
resized textures for light fitting
2 Years Ago
Added a flourescent light to be placed on the wall mounted weapon racks lods/textures etc
2 Years Ago
Added some Position particle initializers from CS:GO * Position Along Ring * Position Along Epitrochoid * Position Modify Place On Ground * Position From Chaotic Attractor More particle operators & changes New initializers: * Scalar Random * Vector Random * Vector Component Random * Set Hitbox to Closest Hitbox * Set Hitbox Position on Model * Velocity Set from Control Point "hitbox" and "hitbox set" parameters added to: * Position on Model Random (initializer) - also `hitbox scale` is now `model hitbox scale` * Movement Lock to Bone (operator) * Cull relative to model (operator)
2 Years Ago
Merge from water5_final
2 Years Ago
Fixed WaterOverlay.Update doing its underwater test 1 unit below the actual camera position, breaking the moonpool water transition
2 Years Ago
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2 Years Ago
water fx atlases
2 Years Ago
Fixed water visibility mask not masking out ocean Fixed moonpool water body type & water visibility mask
2 Years Ago
Added render.RenderFlashlights This is aimed at completely replacing render.Push/PopFlashlightMode and allows to render flashlights on an IMesh correctly.
2 Years Ago
Fixed deferred decal lighting
2 Years Ago
diver ak - initial viewmodel renderer material setup, moved drip fx to ak folder
2 Years Ago
diver hatchet - item update, sounds set up & screen fx
2 Years Ago
Merge from /main/ferry_terminal
2 Years Ago
Free paintable texture when the paintable object is destroyed instead of letting Unity do it later
2 Years Ago
Fix painted texture disappearing way too close on the female variant of the egg suit
2 Years Ago
diver ak - renamed files and prefabs - organised files to be all in one folder - item name updated - worldmodel prefab setup - got sounds working
2 Years Ago
Fixed reflection probe in edit mode; now stable and follows scene camera or main camera depending on viewport focus
2 Years Ago
NRE fix when no terrain exists
2 Years Ago
Merge from water5_final
2 Years Ago
exported edited divers torch admire anim
2 Years Ago
updated diver assault rifle cinematic material with correct textures
2 Years Ago
Fixed river water level being ignored by almost everything
2 Years Ago
Fixed water mesh not culling inside caves
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
New tugboat deck material
2 Years Ago
Diver cine materials
2 Years Ago
merge from main
2 Years Ago
ferry terminal S2P
2 Years Ago
decals detail pass some terrain gaps fixes
2 Years Ago
ferry terminal S2P
2 Years Ago
Integrated the spotlight in front of the building into the pavement Lighting prefab updated
2 Years Ago
Adding the new cobalt posters
2 Years Ago
merge from PhysicsLayerRevamp
2 Years Ago
Merge from diversuit
2 Years Ago
Dir backups
2 Years Ago
Merge from media_projects/ferryterminal_media
2 Years Ago
Parent merge
2 Years Ago
Parent merge
2 Years Ago
Water hits are now handled right in GamePhysics.Trace / TraceAll since the previous way of doing it did not correctly sort water hits and physics hits (could return water hit even though physics hit was in front of it) Fixed drinking dialog weirdness Fixed AddToWater only adding 1/4 of the ocean to the water map Added normal to WaterSystem.Trace (currently always returns Vector3.up)
2 Years Ago
Fixed a whole lot of not-editor-only stuff that needed to be editor-only
2 Years Ago
weaponrack_tall deploy/socket tweaks