130,912 Commits over 4,232 Days - 1.29cph!

2 Years Ago
Add GameUI.Inventory.Backpack to GameUI.Inventory
2 Years Ago
Add BackpackInventoryPanel Set backpack panel to resizable
2 Years Ago
Foliage baker can now bake down the currently loaded foliage into mesh assets to be saved to disk
2 Years Ago
TrainSignal class cleanup
2 Years Ago
Merge from tutorial_island/foliage
2 Years Ago
Reduced garbage gen in RefreshLightState to zero
2 Years Ago
legacy benelli (spaghelli) shotgun viewmodel and worldmodel with lods initial prefabs setup
2 Years Ago
Heli wreckage & related files.
2 Years Ago
Fixed smoothness inconsistencies in all the rock_formation_small materials.
2 Years Ago
Terrain detailing.
2 Years Ago
merge from main -> hackweek_backpacks_2
2 Years Ago
Second tunnel entrance progress / LODs/ collision /prefab changes
2 Years Ago
Set occupationOver of backpack to back
2 Years Ago
Cherrypick "prevent parenting"
2 Years Ago
Reassign entityPrefab of backpack wearable
2 Years Ago
Change default volume from `1` to `0` Rename `itemVolume` to `volume` as unity is confused after changing default value
2 Years Ago
Source, detection and UI basics.
2 Years Ago
Splat updates for 8 channels. Scene org & heightmap polish.
2 Years Ago
Fix targetID being jumpy player manager cleanups Merged pull request Add sequential parameter to net.Read/WriteTable
2 Years Ago
Initial states wip. Held entities can now block sprinting. Reduce movement speed and block sprinting when in sweetspot detection state. Initial UI setup/prefab/boilerplate code.
2 Years Ago
exported new player crouch set of unarmed anims
2 Years Ago
Added console command to set player health, food and hydration.
2 Years Ago
skinning knife viewmodel and world model / lods materials and textures initial prefab setup
2 Years Ago
Rework killicon library New argument for killicon.GetSize - bool dontEqualizeHeight, set to true to return the actual height of a killicon killicon.Add can now use .pngs Added killicon.AddTexCoord - subrect killicons on a single texture (Community Contribution) Added killicon.Render - draws the killicon without weird vertical offsets, also has dontEqualizeHeight argument to draw unscaled killicon Changed base gamemode deathnotice to use killicon.Render to have better killicon alignment
2 Years Ago
▄▅█▅▆ ▄▉▆▍▅ ▄▌▍▌▌▉▉▊█ ▊▊ ▊▍▇▋▋▄ ▆▌▆█▅▋ ▉▉▉▄▍ ▌ ▊▄▇▇▅ ▋█▇▄▌▊, ▆█▉▄▌▇▅▅▇█▄ ▆▇▊▋▌▅
2 Years Ago
Attempt at fixing contacts Graphics.CopyTexture error
2 Years Ago
exported new player rifle run and crouch animations
2 Years Ago
Added hide sash convar. Will work on alive players and corpses.
2 Years Ago
Rads are now disabled whilst in god mode. Refillvitals now removes rads.
2 Years Ago
Basic initial item/prefabs setup
2 Years Ago
Improve look hit detection for custom weapon racks
2 Years Ago
legacy wood shelter final art / basic deployable prefab setup
2 Years Ago
merge from water-camera-fixes
2 Years Ago
merge from 88496
2 Years Ago
First attempt at moving over the contents of the scene into the prefab Some light scene reorg to better support this transfer in the future
2 Years Ago
First pass on a mesh export of the terrain, mostly copied terrain shader across (see Tutorial Island_mesh in scene)
2 Years Ago
Adjust size of tutorial island prefab to match new design Also adjusted network group handling to match
2 Years Ago
Merge from main
2 Years Ago
Turn off night vision goggles if mounted on a trophy
2 Years Ago
Merge TrainSignals -> rail_network_link
2 Years Ago
Fix compilation
2 Years Ago
Small trophy font fixes Large trophy deployment fixes
2 Years Ago
Fix brief green flash in a different way, without requiring recursive calls
2 Years Ago
Add RefreshLightState to profiler
2 Years Ago
Fixed bugs with signals that were right next to each other, etc. Killing my recursive RefreshLightState until I stop it stack overflowing on complex rail networks.
2 Years Ago
A proper signal light refresh system
2 Years Ago
Fixed wanted poster renderer not working if player hadn't opened the inventory yet in that session
2 Years Ago
Wanted poster person picker will now display players marked as an enemy in the contacts system
2 Years Ago
Show translated name on crosshair interaction option, even if phrases haven't been built yet
2 Years Ago
Signal lights now working correctly in test scene, detecting trains etc on rails and changing lights to red/yellow/green as expected