193,364 Commits over 4,079 Days - 1.98cph!

10 Months Ago
tweaked light position on vendor truck slightly to help avoid ring, tweaked uvs to avoid light bleeding, tweaked indicator colour to be more yellow on rear
10 Months Ago
Codegen
10 Months Ago
fix
10 Months Ago
fixed correct uv channel on transparent emissive , fixed bleeding edge on truck lights
10 Months Ago
Prevent NPCVendorTurrets from corrupting saves again
10 Months Ago
Send price multiplier of sell orders in the data for rust+ (won't be visible for now)
10 Months Ago
▇▅▅▇█ ▋█▋▇ ▇▄▌▇▅▋▉▋▋▄▄▉_▆▌▌
10 Months Ago
▋▌█▅▄▍▍ ▅▆▍
10 Months Ago
▆▉▋▍▉ ▄▉▊▄ ▊▉▇▄▅▇▇▌█▍▆▆_▋▉▅ (▄█▆▆ ▇▉▉▌▌▄)
10 Months Ago
▋▇▄▋▅ ▅▄▅▍ ▆▌▉▇
10 Months Ago
Added a parameter to ToBaseEntity to allow destroyed entities to be returned from the registry Use that in TriggerBase to detect destroyed entities
10 Months Ago
merge from main
10 Months Ago
Missing files
10 Months Ago
Created and setup icon for travelling vendor
10 Months Ago
handcuff viewmodel anims updated
10 Months Ago
merge from wireisolation_fix
10 Months Ago
updated handcuffs cinematic to be rigged
10 Months Ago
hitbox gizmos match their actual size
10 Months Ago
more burst cloth - changed integration method - reduced position and orientation to a single spring value each, collision still managed with separate spring - cleaned up unused cloth material properties
10 Months Ago
merge from Bikes
10 Months Ago
merge from hood_and_cuffs
10 Months Ago
merge from collapse_renderers_default
10 Months Ago
Enable condition on handcuffs item
10 Months Ago
Codegen
10 Months Ago
Merge from main
10 Months Ago
undo projectsettings.asset being commited
10 Months Ago
Undo projectsettings.asset being commited
10 Months Ago
See if this fixes aux1 client buld
10 Months Ago
Fix editor compile error
10 Months Ago
Merge compile fix to aux1
10 Months Ago
Fix compilation error on server
10 Months Ago
Merge from scene_warmup -> aux1
10 Months Ago
Only require scene_warmup prefab as parts of async asset warmup was running Add async and synchronous LevelManager.LoadScene() methods as the async one was having issues running on main thread Add more logging and try catch if a scene fails to load - don't throw error if warming up a prefab twice, but delete it and log a warning
10 Months Ago
Merge from tutorial_map_fix
10 Months Ago
Increase size of water backing on tutorial island map marker
10 Months Ago
Merge from main
10 Months Ago
Fixed item icon NRE's when first person spectating
10 Months Ago
Fixed incorrect camera position when first person spectating players on bikes (would have affected any other mountables that used the FirstPersonWithArmsEyesLerp mountable feature)
10 Months Ago
Fix client compile quickly before Jenkins notices
10 Months Ago
Merge Bikes -> main
10 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
10 Months Ago
Adjust sidecar bike steering
10 Months Ago
10 Months Ago
Refactoring, consolidated player reaction code
10 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
10 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion/hlod/
10 Months Ago
Full global S2P and HLOD regeneration
10 Months Ago
Switch from asset warmup -> warming up scenes of prefabs - loads scenes async in background rather than stalling main thread - acts similar to async asset warmup - loads autospawn prefabs first, then everything else - spawns world and loads entities, effects and misc prefabs in background - waits for entity scene to finish loading before running prefab warmup - prefabs not in warmup scene will be warmed up on the fly EntityToScene packs prefabs into warmup scenes - for all types of prefabs, not just entities - can configure with filters to choose what prefabs you want per warmup scene Added `scene_warmup` convar to enable feature - must restart for it to take effect - also requires partial loading to be enabled (this will become full async loading setting in future) Add `print_misses` convar to see what prefabs were missed by asset warmup or scene warmup Add warmup scenes into asset bundles Don't destroy '_Warmup' scenes when loading a new scene via LevelManager.LoadScene() - destroy all other scenes and load new scene async - run synchronous for normal loading
10 Months Ago
Fixed null mesh entries being included in HLOD