125,945 Commits over 4,171 Days - 1.26cph!

2 Years Ago
When disconnecting wires & industrial pipes it will resume the pipe from it's last position, allowing you to reconnect
2 Years Ago
merge from main
2 Years Ago
Fixed some industrial lights material being set to "Opaque" instead of "Transparent"
2 Years Ago
Animal navmesh prefab setup and generation for tutorial island. Initial navmesh settings, can tweak if needed when we have final island size.
2 Years Ago
homing missile launcher setup textures, materials and prefab removed blockout
2 Years Ago
Fixed building tier disappearing from radial menu when valid building skin is set
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
Starting next conversation stage Cleaned up conversation flow on tutorial npc Fixed using the debug tutorial misison shortcut wouldn't allow speak to scientist stage from completing (TutorialIsland no longer implements IMissionProvider)
2 Years Ago
Finish off cooking tutorial Refactor MissionObjective so we only have one ProcessMissionEvent method to override, it now receives a MissionEventPayload that includes any valid information about the event (a networkable id , an int or a uint) Cuts down on lots of vague casting and prevents objectives overriding the wrong overload and inadvertedly missing events Added consume mission objective type
2 Years Ago
Use HasCloseConnections instead of Vis.Entities for TrainCar and JunkPile
2 Years Ago
Added warnings for mismatched file id and mission not being assigned to manifest
2 Years Ago
Added a class description comment to ObjectWorkQueue
2 Years Ago
Updated tooltip text for JunkPileWater.Queue
2 Years Ago
Main Camera update
2 Years Ago
Updated dev cam model. Moved to prefab for future adjustments
2 Years Ago
Merge from main
2 Years Ago
Some rich text handling improvements when using chat.add, still has some issues
2 Years Ago
Cherry picked 85622
2 Years Ago
Fixed 6point particle shader rotation breaking lighting
2 Years Ago
Fixed incorrect var
2 Years Ago
fixed rhib lod materials adjusted LOD3 lod mat
2 Years Ago
wall rack LOD issue fixed - turns out it was being triangulated badly so set manual traingulation of that particular polygon issue was also persistent on a lower lod level, fixed that too.
2 Years Ago
burst module weapons have slightly reduced time between shots and a bit less recoil overall
2 Years Ago
Merge pull requests * Added SANDBOX:ContextMenuShowTool hook * Added Global.ScreenScaleH( height ) * Added table, num = table.Pack( ... ) * Added table = table.Flip( table )
2 Years Ago
display recovery probability and time left on wounded screen
2 Years Ago
Update .gitignore Remove limits when reading SteamHTTP response headers Also supply non lowercase headers for those few that worked before
2 Years Ago
Also supply non lowercase headers for those few that worked before
2 Years Ago
Remove limits when reading SteamHTTP response headers
2 Years Ago
tweaked sunglasses lens and lens_polarised albedos so that they are darker and more opaque
2 Years Ago
Tweaked train tunnel materials that rely on the oil_rig_trims textures. Attempted to make them look like how they did originally before the texture changes Added oil_rig_trims_alt_spec texture
2 Years Ago
#UNITY_EDITOR fixes
2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
Merge from main
2 Years Ago
Fixed exception and emoji's failing to load if the emoji gallery was closed and reopened while emoji's were being downloaded from the server Emoji's now download faster (was every 1.5s, now 1s)
2 Years Ago
Unsaved
2 Years Ago
New PrefabIdRef, allows us to store a PrefabId for a given target as simple uint instead of a direct link to the entity or manually copying the ID across. Includes a PropertyDrawer with an object field so the target prefab can be dragged into the field but only a uint is saved New IgniteOven mission objective type Started on follow up cooking mission
2 Years Ago
Make sure we definitely stop before world edge
2 Years Ago
Merge from main
2 Years Ago
The learn button will no longer appear on blueprints if the blueprint is already learned or is a default blueprint
2 Years Ago
Fix instanced meshes with 0 count writing 0 index & the culling system reading "0-700k" as the range for that mesh Change `sliceIndexes` from a uint to a struct that has `startIndex` and `length` instead of reading the next index Rename `sliceIndexes` -> `renderSlices` Rename `sliceLengths` -> `sliceCounts`
2 Years Ago
Fixed emoji's not loading properly on the client if there were more than 4 custom emoji on the server Server emoji's will now load in gradually, 1 emoji per second to avoid hitting the server rate limit
2 Years Ago
Refactor map shader so the bits related to getting the map pixel colors are in a shared include file Add a new shader for things in the world which renders the map onto it Updated clan table to show the actual map instead of something else
2 Years Ago
Reconvert building blocks for instanced rendering Mark roofs & windows as "global networked" (again?)
2 Years Ago
Start removing instanced rendering configs from non building block entities
2 Years Ago
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2 Years Ago
Merge from clan_chat_emoji_fix
2 Years Ago
Move culling mesh counts to GPUCulling class Remove all workshop skin support since it is causing issues & we can do it properly later