144,597 Commits over 4,413 Days - 1.37cph!

Yesterday
move the walls corridor to the grid
Yesterday
added collision for the corridor
Yesterday
Converting more items to new IO system: entities are PowerConsumer by default so all lights and simple consumer work by default Button and counter evaluators
Yesterday
Added image pixels per unit multiplier (so modders can modify slice scaling)
Yesterday
Add train control to the timeline
Yesterday
Added UnityEngine.UI.Mask component support to CUI
Yesterday
Initial test
Yesterday
Fixed Button and Scrollbar color tweening when created initially (assigns colors on the same frame)
Yesterday
main -> game_room_dlc
Yesterday
Added baked config at register time Batteries are data based
Yesterday
Possible NRE fix
Yesterday
Pool table deployable
Yesterday
Honey bandage: - Increased stack size from 3 -> 5. - Added 6 healing over time.
Yesterday
merge from mortar_prototype
Yesterday
Fix mortar animation handles not getting disposed of properly in demos
Yesterday
Splitter evaluator
Yesterday
blockout playground models from yesterday
Yesterday
some visual tweaks to bench_b
Yesterday
adding more decorative benches to replace the large bulky one replaced the old one with new ones in scene also plugged some doorways in the apartment_b prefabs
Yesterday
Added downloading from URL, supports mp3/wav/ogg, update clip time Ability to change audio clips on the fly, added clip download request and caching, error handling Clear all audio clips out of memory &/or pending requests on disconnect
Yesterday
Full rebuild param handling from Jenkins end
2 Days Ago
Fixed charm picker not working when skins_access was set to 1
2 Days Ago
Merge from shot_dub_fixes
2 Days Ago
Added per axis dubbing override tracks (pan/tilt/roll)
2 Days Ago
Fixed position demo dubbing track displaying as "Position/Rotation" (was only doing position under the hood, was just mislabelled) Fixed DoF dubbing changes not recording
2 Days Ago
Fix hole Remove with swapback for transform instance data
2 Days Ago
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Added new mesh.reducebonecountonlowlod convar, adjusts bone quality on skinned meshes spawned with a player LOD0 - Auto LOD1 - 2 Bones LOD2/3/4 - 1 Bone These use LODGroups so the LOD is calculated based on screen height, making the quality change imperceptible Might have scraped a quarter of a millisecond in a stress test? Hard to judge Defaults to on
2 Days Ago
Fixed wrong item id on ballistic vest
2 Days Ago
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
2 Days Ago
Replaced the old gesture based NPC wave with a new state on the child animator Also did a bit of cleanup on the wave code, instead of every shopkeeper in the world doing a Vis sweep every 5-10s just do a distance check based on nearby subscribers Makes the process free if no players are around, saves around 0.03ms each invoke
2 Days Ago
Replaced the stack of 4 sub systems on the vendor with a single animator controller
2 Days Ago
Handle clearing hole maps when instance count drops to 0 Increase foliage hole sampling radius to prevent foliage in holes
2 Days Ago
fix player_model changes stomped in merge
2 Days Ago
Combined building planner and boat building planner, swap between using radial menu. IT doesnt actually swap though only the context menu works for now
2 Days Ago
Memory cell evaluator
2 Days Ago
Root combiner distributes drain evenly on batteries connected to its inputs
2 Days Ago
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2 Days Ago
Evaluator refactoring
2 Days Ago
Some tooltips
2 Days Ago
Merge from auto_particle_cinematics
2 Days Ago
Compile fix
2 Days Ago
Fixed EffectREcycle still recycling the effect if cinematic particle system mode is active when the particle is dragged into the scene
2 Days Ago
Branch and blocker evaluators Some cleanup and fixes
2 Days Ago
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2 Days Ago
merge from main
2 Days Ago
Batteries tick flow. Charged and depleted on the same tick Bug fixes and refactoring