239,262 Commits over 3,837 Days - 2.60cph!

4 Months Ago
Move InterpolationBuffer to Sandbox.System Cleanup Sandbox.Game Remove unused steamworks stuff
4 Months Ago
The ball is a global instance stored by GameManager
4 Months Ago
Added dumb fire scientist state. AI Arena now applies spawn position forward directions to scientists when spawned. AI Arena spawning now only uses active spawn locations. Added Scientist.Arena.DumbFire prefab Added Scientist.Arena.DumbFire.AIDesign Added Scientist.Arena.DumbFire.Loadout Updatea AIArena spawn prefab list with new arena scientist. AIArena scene update.
4 Months Ago
merge from water_purifier_pickup
4 Months Ago
merge from hackweek_renderlod_collapse
4 Months Ago
merge from toggle_inputs_chat
4 Months Ago
merge from nexus
4 Months Ago
merge from launch_site_lod_culling_fixes
4 Months Ago
Ensure collapsed renderers can still register with occlusion culling
4 Months Ago
Server compile fix
4 Months Ago
Leaderboard backup, run #11922
4 Months Ago
Fix DelegateFunctionPointer making traces slow
4 Months Ago
Added client.clampScreenShake convar (defaults to on) Adds a dampening pass to our dynamic screen shake, reducing the maximum amount of screen shake in intense situations while still maintaining some camera movement Should only be noticeable when there are multiple forms of screen shake input occuring, single instances rarely get above the threshold
4 Months Ago
VM camera animations for M39, L96 and Bolt Rifle
4 Months Ago
Add pause menu Add Game.Overlay.IsPauseMenuOpen
4 Months Ago
Better socket deploy guide rotation
4 Months Ago
If a state is being entered via a transition with a duration, respect that duration when transitioning to the vm camera anim
4 Months Ago
Sidecar work, trying to get it feeling right to drive + other edits
4 Months Ago
Switch gameplay events to also use new bulk uploading api
4 Months Ago
Merge from main
4 Months Ago
merge from main -> analytics_server_profiling
4 Months Ago
Detailed collider setup for all bikes
4 Months Ago
World collider setup for all bikes
4 Months Ago
Remove PedalTrike
4 Months Ago
S2P airfield
4 Months Ago
Can now pick up empty campfire water purifiers, both water containers must be empty Entities that are deployed into slots (water purifiers, locks, etc) will now show an invalid deploy guide floating in front of the player instead of just showing nothing (the deploy guide was at 0,0,0)
4 Months Ago
Sidecar wheel visual position fixed
4 Months Ago
S2P launch site
4 Months Ago
Re-apply CS 97577 (modify launch site scene)
4 Months Ago
Re-apply RendererLOD `minDistanceMultiplier` functionality to clamp minimum lod scaling
4 Months Ago
merge from main -> launch_site_lod_culling_fixes
4 Months Ago
Fix bulk analytics creating empty blob when uploading zero events
4 Months Ago
Fixed skinnable items sometimes getting out of sync with their intended skin when their renderer is collapsed (sometimes leading to null materials) Run MaterialReplacement.Prepare as part of the collapse process, less workload during gameplay
4 Months Ago
Add logging of method call times via unity's profiler (ProfilerRecorder API) Disabled by default
4 Months Ago
Fire bullet additive iteration
4 Months Ago
Upload bulk analytics points gzipped
4 Months Ago
Unsaved (thanks unity)
4 Months Ago
Rename
4 Months Ago
Setup SwapAmmo IViewmodelComponent, turns on and off prefabs based on the currently loaded ammo type
4 Months Ago
Further iteration
4 Months Ago
Create lobby on load, make RenderAlpha sync - don't use INetworkSerializable anymore
4 Months Ago
Add latest drops
4 Months Ago
Front blocker list now actually considered Main patrons list swapped to dictionary
4 Months Ago
texture/material clean up, scaffolding prefabs and clean up, remove old models, fix missing models in existing maps
4 Months Ago
vm handcuffs - anims, added states, trigger & bools to animator,
4 Months Ago
Further optimisations Pooling used for other lists
4 Months Ago
Now checks list of hits instead Pooled list InvokeRepeating on obstacle update
4 Months Ago
Fix NRE's when polygon mesh face has no material set
4 Months Ago
More iteration
4 Months Ago
Use a different place to set fallbacks for VolumeClouds shader Added CNewParticleEffect.GetRenderBounds Improve consistency of trace surfaceID returns clientside This only relates to usages of PhysicsObject shadows vcollide_wireframe - draw the actual physics object clientside if it exists Test version of clientside model physics scaling Fixed trackspeed only working after ReturnToEyes input (point_viewcontrol)