221,936 Commits over 3,653 Days - 2.53cph!

7 Years Ago
missed a bit
7 Years Ago
Changed panel name Manifest
7 Years Ago
Fixed shader error related to UNITY_HANDLE_CORRECTLY_NEGATIVE_NDOTV Fixed sampler limit shader error in "Before/Standard Blend With Terrain"
7 Years Ago
male select vox edit
7 Years Ago
7 Years Ago
Prefabs don't have to start disabled in the editor
7 Years Ago
Manifest
7 Years Ago
fridge uses Box Storage rather than Door entity (until 2018 :o) re-setup
7 Years Ago
in triangle.Trace retain triangle normal if deferring to Line.Trace (fixes impact effects facing wrong direction) Added editor.DrawCollision to draw SkinnedMeshCollider triangles Ai.Think/Move works
7 Years Ago
gibs
7 Years Ago
Removed SE screen space shadows
7 Years Ago
Add UI/Default Font to included shaders
7 Years Ago
Cherry picked foliage shader and deferred transmission changes from prerelease/dungeon_art_4
7 Years Ago
Fixed a bug with the radial menu that would cause incorrect command names to be displayed Fixed a phantom tracker lingering in the tribe tracker UI widget Fixed a bug that caused corpses to disappear when placed on the fire Fixed buildings appearing properly complete when placed by code or via debug panel
7 Years Ago
Cursor fix, enemy hp red, LOS improvement
7 Years Ago
Updated native renderer lib with adjusted readback swizzling
bot
7 Years Ago
Automated Windows Build
bot
7 Years Ago
Automated Linux Build
bot
7 Years Ago
Automated OSX Build
7 Years Ago
Adjusted readback texture swizzling
7 Years Ago
latest
7 Years Ago
7 Years Ago
Bear spawn counts
7 Years Ago
Manifest
7 Years Ago
Fridge icon, colliders. prefab update ItemScreenshot scene update
7 Years Ago
Made Rust Editor less tabby Can right click effect recycler to update life time, life time is shown on inspector Added infinite ammo cheat to editor
7 Years Ago
Fridge deployable textures, model LODs, anims, Prefabs
7 Years Ago
Merge from main
7 Years Ago
Foliage system optimizations
7 Years Ago
Component world model setup
7 Years Ago
More profiler samples
7 Years Ago
Profiler samples
7 Years Ago
Eliminated WaitForEndOfFrame allocation from Parallel.Coroutine
7 Years Ago
Mesh batching threading / coroutine optimizations
7 Years Ago
Danger area rating change
7 Years Ago
Nav update with modifier volumes. NPCs now prefer to use pedestrian crossings.
7 Years Ago
Merged in updated NetworkUtils just in case we need it.
7 Years Ago
Merge fix
7 Years Ago
Portrait stuff
7 Years Ago
Tried a "smallest three" on the eye rotation but improvement wasn't worth it. Committing updated NetworkUtils in case we want to use it in the future.
7 Years Ago
More
7 Years Ago
Added code to change mouse cursor based on state/action for everything but friendly unit supporting another... I think
7 Years Ago
Fix for GetBytes. GetBuffer always returns the full 256 allocated bytes, even if they're not used. ToArray makes a copy, but only returns what's actually used. Big improvement for network traffic!
7 Years Ago
Fixed a huge fuckup with NetworkWriter!
7 Years Ago
Ripped out most of the CharacterState ProtoBuf, making it only 4 bytes in size. Just for comparison testing.
7 Years Ago
CharacterState test
7 Years Ago
Fixed some issues with popup editor asset creation and AssetMenu not being aware of the type it's dealing with Added skull addon test Buncha UI fuckeries
7 Years Ago
Merge from main
7 Years Ago
Added mesh cache (GC free access to vertices, triangles, ...) Added mesh container (simplifies using pooled lists for mesh building) Retired mesh combine extension methods (use mesh container instead) Added threading to foliage, renderer and collider batching systems Eliminated frame rate hiccups from all mesh batching Reduced dynamic memory allocations from all mesh batching
7 Years Ago
Placeholder cursors for different states