193,280 Commits over 4,049 Days - 1.99cph!

10 Months Ago
Try switching bikes to Continuous Speculative, let's see how it goes
10 Months Ago
Cherrypick all the code from the /prefabs subbranch
10 Months Ago
Parent merge
10 Months Ago
Merge from main
10 Months Ago
merge from biome_visuals_2/prefabs -> aux1
10 Months Ago
#if CLIENT for compile errors
10 Months Ago
Attempt #2 at converting prefabs
10 Months Ago
Merge main -> Bikes
10 Months Ago
Convert LODComponent disabled and only enable after we copy over the render settings after spawn
10 Months Ago
Update converter to only convert prefabs that are nested prefabs
10 Months Ago
Convert moss prefabs into nested prefabs so they work with the conversion
10 Months Ago
Merge Bikes -> main
10 Months Ago
Death screen info for all bikes
10 Months Ago
Items for all the bikes. Bikes are now repairable (metal frags).
10 Months Ago
Update biome_visuals_2/prefabs
10 Months Ago
Switch bulk converter to use the PrefabUtility api instead of AssetDatabase
10 Months Ago
Icons for all four bikes
10 Months Ago
Undo first prefab conversion
10 Months Ago
Fixed trike not showing damage
10 Months Ago
Fixed sidecar material damage settings
10 Months Ago
Don't show sprint UI in demos
10 Months Ago
Commit upgraded prefabs onto subbranch so code can be merged seperate from prefabs
10 Months Ago
Try catch the actual conversion, throw an error and continue converting the rest of prefabs incase of error Print error if there are additional components that would be stripped (example: Imposter)
10 Months Ago
Add Tools/Optimize/Convert BiomeVisuals -> BiomeVisuals2 to bulk convert all foilage Add `Tools/Import/Begin & End` to disable auto imports when testing converting prefabs Add "CantBeConverted" override to BiomeVisuals to tag prefabs that can't be converted (for whatever reason)
10 Months Ago
Fixed tabledoor_B mesh rotation Fixed reactivetarget_deployed double MeshLOD component
10 Months Ago
updated gutter set pieces + lods
10 Months Ago
Fixed duplicate MeshLOD components on sofa_pattern_static Cleaned up the hemp plantlings in fishing_village_c to use MeshLOD, more aggressive culling and cleaned out unused components (saves 50 gameobjects) Slight change to the MeshLOD state editor to make the final state more usable
10 Months Ago
Add RendererBatch if all biome variants have it present
10 Months Ago
Add new BiomeVisuals2 component - swaps meshes & materials of renderers instead of destroying all gameobjects not in the biome Added tool to convert from BiomeVisuals -> BiomeVisuals2
10 Months Ago
Merge Bikes -> main
10 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
10 Months Ago
Fixed all cases of incorrectly scaled jerrycans Affected prefabs: rowboat, fishing rod viewmodel, crude oil worldmodel, end tutorial cinematic, pumpkin basket entity, easter basket entity, water jug world model+entity, rhib fuel storage entity, cargo ship Affected monuments that have been S2P: small oil, stables_a/b, water well a/b/c/e, wooden cabin b, bandit town
10 Months Ago
Bike audio code edits
10 Months Ago
Remove unused EngineAudioSet params
10 Months Ago
Fixed incorrect layer on burned head model causing it to not render S2P arctic research base
10 Months Ago
Two-wheel bike is a bit faster. Also greatly reduced the pedal bike volume for now until we get final sounds.
10 Months Ago
10 Months Ago
Merge from water-fog-scatter-strength2
10 Months Ago
Underwater visibility improvements.
10 Months Ago
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10 Months Ago
Merge Bike -> main
10 Months Ago
Compilation fix
10 Months Ago
Refactoring. Separated sidecar code into a subclass.
10 Months Ago
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10 Months Ago
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10 Months Ago
Merge from fix_building_preview_logging -> main
10 Months Ago
Remove spammy logging when loading monuments with no building blocked volumes
10 Months Ago
merge from fix_barricades_car_placement -> main
10 Months Ago
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10 Months Ago
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