125,565 Commits over 4,171 Days - 1.25cph!

1 Year Ago
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1 Year Ago
Added Note World Model Imported Note World Model Materials, Model, Textures Setup Note World Model Prefab, LODS and Colliders
1 Year Ago
wip/test changes
1 Year Ago
exported wolf run hit left and right animations
1 Year Ago
Elevator vehicle merge -> main
1 Year Ago
Increased elevator floor colliders Hopefully prevent clipping off elevators
1 Year Ago
extra jutting cliff prefab
1 Year Ago
Clean: Review Feedback - Part 1 - Make scopes explicit with brackets - Get rid of System namespace prefix (as we declare that we use System's names) - Renamed `deepFree` defaulted arg into `freeElements` - FreeUnmanaged(MemoryStream) no longer sets Position anymore - Commented the API Tests: Built C+S target (as it's trivial build-only changes)
1 Year Ago
▍▆▉ ▌▋▅▇▊▆ ▆▋▆ ▆▆▇▋▍▋ █▇▆▌▇/▆▄▉▄▉▆▌█▇ ▉▋ ▌▅▍▆▌▅▇▉▍▅ ▌▉▋▍█▋ █▄▄▌▄▄▍▆▌ ▅▅▌█▇▌, █▊█ ▇▅▌ ▊▍▆▄▋▍▅██▋ ▄▄███▆▋▋▋▆▊ █▊▍█▄ ▊▇█▍▆▊ ▆▌ ▋▄▌ ▋▇▅▋▌▇█ ▅▌▄▌▇▅▍ ▋▉▍▆▅, ▆▆▉▊▇▌▍
1 Year Ago
Entity Leak Fix -> Main
1 Year Ago
set mount pose to sit _DPV on DPV deployed prefab
1 Year Ago
Check if refill container move is unsuccessful. Delete to avoid memory leaking
1 Year Ago
Update: Removing FreeDynamic from Pool Reimplemented the 2 cases where it's used to work without losing information about the type (so we can use Free instead). This also gets rids of unnecessary allocations. Tests: Built all targets. Tried to test runtime (2p multipalyer), got confirmation that the server initializes but nothing hits it. In next CL I'll push out a unit test for ServerMgr, since it looks to be possible.
1 Year Ago
re-enabling animation speeds for DPV
1 Year Ago
Added head.male.average
1 Year Ago
Ignore colliders excluding player movements when running auto crouch
1 Year Ago
merge from EntityLeakFix
1 Year Ago
merge from main
1 Year Ago
merge from codelock_playerprefs
1 Year Ago
merge from dome_collider_fixes
1 Year Ago
merge from industrial_adaptor_movement
1 Year Ago
merge from SBToolCupboard
1 Year Ago
merge from main
1 Year Ago
adjusted serverside player colliders while ragdolling
1 Year Ago
updated wording
1 Year Ago
jutting cliffs progress
1 Year Ago
merge from main
1 Year Ago
Merge from main
1 Year Ago
crustaceans upscaled and added transparency, fish swim prefabs (unused currently) , barnacles tiling first pass
1 Year Ago
Industrial storage adaptors no longer block player movement
1 Year Ago
Merge from block_dof_playback
1 Year Ago
Added DemoShotPlayback.BlockDofPlayback as a temporary tool to block the depth of field track in a shot
1 Year Ago
Cleaned out broken shrub prefabs from airfield Fixed walkways not getting included in HLOD mesh resulting in floating mesh
1 Year Ago
Fixed a misaligned shadow proxy on wall_plaster_300 prefab S2P power_sub_big_2, harbor_1, harbor_2, powerplant, trainyard and water treatment
1 Year Ago
Fixed ladder_prop prefab having a box collider instead of it's mesh collider Affects dome, wooden cabins b/d/e, lighthouse, water well b/c/d/e
1 Year Ago
S2P junkyard and launch site as they also used the offending walkway prefab
1 Year Ago
Fix several walkways at dome using the wrong collider and blocking bullets where they shouldn't
1 Year Ago
Fixed bike instrument light z-figting
1 Year Ago
Improved sidecar bike still pulling slightly to the left. Also moved centre of mass on motorbikes towards the rear a little.
1 Year Ago
Merge from spectator_team_fix
1 Year Ago
Another attempt at fixing the spectator display showing incorrect team member names while spectating Also made a small performance improvement
1 Year Ago
Merge EditorExtras -> main
1 Year Ago
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1 Year Ago
Store the last code entered into a code lock in player prefs so it gets saved between servers and between client restarts
1 Year Ago
Merge from travelling_vendor/dynamic_pricing Summary: vending price changes now take place in real time and will occur every 5 hours by default (was tied to in-game time and was happening 4 times an hour)
1 Year Ago
General layout tidy-up
1 Year Ago
Moved the Loadouts section to the bottom since there are so many loadouts now
1 Year Ago
Fixed the 'LOADOUT' section making the editor window want to be very wide
1 Year Ago
Decouple dynamic pricing entirely from in-game time, now operates off real time Renamed IntervalHours to PriceUpdateFrequency, defaults to 5 hours (this will also ensure the new defaults roll out next month) Add npcvendingmachine.addHours for testing now that env.addtime will no longer affect npc vending prices
1 Year Ago
A couple of minor adjustments to the editor