141,233 Commits over 4,505 Days - 1.31cph!

1 Year Ago
Get rid of the extra prefab for the "deep sea", instead put everything inside the DeepSea entity - spawn it at 0,0,0 then teleport it to -6000
1 Year Ago
Snap displacement cam to map texel increments to avoid jittering issues Use flags for SpecialPurposeCamera for multiple render on refresh options Timesliced rendering option for multi viewport renders
1 Year Ago
Fix translations for pickup error toast messages
1 Year Ago
Deleted old proto folder Protobufs now reference the one inside the game assets
1 Year Ago
Run generate proto logic in a try catch so the progress bar cant freeze in place if it fails
1 Year Ago
Increase network grid area from 8192 -> 16384 so it covers from -8k to +8k - increase cell count to 512 so network grids remain 32m
1 Year Ago
Deep sea is located from -8000 -> -4000 on the map - add 4k area to xAxis of ValidBounds (-4000 -> 4000) into (-8000 -> 4000) - add 4k area to xAxis of physics bounds (-5000 -> 5000) into (-9000 -> 5000)
1 Year Ago
Update manifest
1 Year Ago
Create deep sea manager entity - spawn as an important entity - create center of map so we don't have to worry about bounds Create basic deep sea prefab that contains box colliders around the ocean - entity will spawn the "deep sea" prefab
1 Year Ago
Revert shader changes that turned out to be not required for indirect instancing. (I'm glad. They didn't make any sense, either.)
1 Year Ago
Refactor server restart message phrases
1 Year Ago
Compile fixes
1 Year Ago
Code gen compile fix following main rebase
1 Year Ago
merge from main
1 Year Ago
Updated ceiling light deploy guide to include its wire, enabled rotation before placement
1 Year Ago
Tweaked chandelier box trace so it can't go too close to the surface below Tweaked deploy volume
1 Year Ago
Fixed string light control box LODs
1 Year Ago
Updated string lights descriptions
1 Year Ago
Restored fairy light emissive
1 Year Ago
Chandelier deploy guide and icon Fixed pooling issue
1 Year Ago
Chandelier cable is swapped to a non cutout mat when >5m away
1 Year Ago
Chandelier blocked toast says what entity is blocking, when it can Added a prevent building collider to the cable Additional server checks
1 Year Ago
🎉 Successfully generating accepted protobufs in editor
1 Year Ago
Generate into the data plugin folder as normal
1 Year Ago
Add into codegen Seperate generation code into its old assembly
1 Year Ago
Added support for Deferred Decal rendering in the new render pipeline
1 Year Ago
merge from cctv_helper_convars --> main
1 Year Ago
Codegen after merge conflicts
1 Year Ago
Chandelier interpolation, chains and pedal animations
1 Year Ago
merge from main
1 Year Ago
merge from fix_light_dynamic_lods --> main
1 Year Ago
merge from minicopter_damagefx --> main
1 Year Ago
Shader changes for indirect instancing (changes which are likely not required)
1 Year Ago
Shader changes for indirect instancing (supported shaders)
1 Year Ago
Shader changes for indirect instancing (include files)
1 Year Ago
team_bag_labels -> main
1 Year Ago
Another NRE that could've snuck in
1 Year Ago
Remove old unused LOD fading variant
1 Year Ago
Clean up instancing shader code and remove old instancing code
1 Year Ago
Extra NRE safety check
1 Year Ago
Rebase on /main
1 Year Ago
small ramp blockout and test anims exported
1 Year Ago
Merge material changes for indirect instancing
1 Year Ago
Merge indirect instancing tools (standalone edition)
1 Year Ago
Fix material changes never being actually applied
1 Year Ago
Rebase on /main
1 Year Ago
main -> team_bag_labels
1 Year Ago
Can now generate protobufs inside Unity rather than inside a seperate .exe externally. Befefits: Platform agnostic, no need for .BAT files Can run through our existing Codegen system No need for external or duplicate definitions of classes In the future can make in engine viewers/editors
1 Year Ago
Enable instancing on 3042 supported materials
1 Year Ago
security barge