125,647 Commits over 4,171 Days - 1.26cph!

2 Years Ago
Converted worldToLocal -> localToWorld
2 Years Ago
Cherry picked 83921 => Fixed running out of samplers in Rust/Standard shader
2 Years Ago
Tweaked player_preview shadow bias values
2 Years Ago
Fixed running out of samplers (16) when maxing out features and textures in Rust/Standard shader
2 Years Ago
Correctly mark all LODComponent as dynamic on parented entities
2 Years Ago
Cherry picked 83914 => Fixed shadow shader issue
2 Years Ago
With matricies but still the same broken positions!
2 Years Ago
Fixed above ground pool broken shader
2 Years Ago
Reapply missing animator changes for torch extinguish/ignite animations
2 Years Ago
Replacing per-socket setDeployableAsParent with per-entity ForceDeployableSetParent override (to support free deployment without sockets)
2 Years Ago
Fixed shader shadow issue
2 Years Ago
merge from /media_projects/2023_06/
2 Years Ago
ferry terminal loot pass
2 Years Ago
media_projects/2023_06
2 Years Ago
Fix helmet fix applied in 83901 not working on second helmet variant
2 Years Ago
Reapply 83883 manually
2 Years Ago
Subtract 83898
2 Years Ago
Merge from diversuit
2 Years Ago
Merge from media_projects/2023_06
2 Years Ago
Added global.overrideOceanEnvironmentLerp admin command to allow finer control over ocean depth environment effects (light dimming, fog, etc) -1 = Normal gameplay 0 = Bottom of the ocean 1 = Surface conditions
2 Years Ago
Fixed rain rendering underwater.
2 Years Ago
Exposed a new set of cinematic underwater parameters, underwater effects will use the params when underwater_cinematic is set to 1 (setup is almost identical to the admin mode but with the water line rendering properly)
2 Years Ago
Fixed conveyor screen not showing item transfers if the item is being stacked in the output container
2 Years Ago
Merge from main
2 Years Ago
Got it "working" again Job system runs on main thread til we figure out NativeList Fix building blocks & prefabs not registering Warmup prefabs in the editor manually based on network updates
2 Years Ago
Don't show diving suit helmet mesh when in first person with arms mode, fixes helmet mesh appearing when driving vehicles Had to just disable the head mesh due to skinning differences compared to the original hazmat
2 Years Ago
merge from modding_prefabs
2 Years Ago
merge from main
2 Years Ago
merge from egg_suit_lod_fix
2 Years Ago
merge from nvg_canvas_scale_fix
2 Years Ago
split off wheels on abyss suit tank#1, animated them, animated scrolling uv2 on the flywheel belt, added bone retarge and object motion vector fix scripts to make it all work
2 Years Ago
Rewrote the code that determines what conditional model(s) to show based on grade, skin & modelState Fixed prefabs that are no longer SingletonComponents
2 Years Ago
network++
2 Years Ago
merge from diversuit
2 Years Ago
merge from water5_final
2 Years Ago
Clean up `InstancedMeshConverter` and register `InstancedPrefabConfig` out of `PrefabPreProcess` as well
2 Years Ago
Implemented skeleton of a job based frustum culling & lod culling system
2 Years Ago
Properly extract building grades & conditional models via PrefabPreProcess into code based configs
2 Years Ago
abyss helmet version 2, textures, material, added to prefab with randomiser script set up. needs a bit more work on the skinning
2 Years Ago
tugboat sounds (WIP but mostly there)
2 Years Ago
Fixed ServerProjectile NRE when hitting water
2 Years Ago
Update all building block prefabs with InstancedMeshFilter
2 Years Ago
Fixed subsurface falloff gradiation between beaufort states
2 Years Ago
Water & beaufort parameters. (Waves unchanged)
2 Years Ago
Fixed WaterLevel ignoring water volumes and reverted fishing pole and water sockets to use WaterLevel
2 Years Ago
Tool to auto convert all building blocks with one button click (and 30 minutes of waiting as unity saves them one by one)
2 Years Ago
Projectile fixes (things I broke in 83834)
2 Years Ago
Update editor tool to convert prefabs to InstancedMeshFilter
2 Years Ago
Tugboat control panel LODs and sonar emissive