199,470 Commits over 4,140 Days - 2.01cph!

2 Years Ago
merge from nvg_canvas_scale_fix
2 Years Ago
merge from save239
2 Years Ago
split off wheels on abyss suit tank#1, animated them, animated scrolling uv2 on the flywheel belt, added bone retarge and object motion vector fix scripts to make it all work
2 Years Ago
Rewrote the code that determines what conditional model(s) to show based on grade, skin & modelState Fixed prefabs that are no longer SingletonComponents
2 Years Ago
merge from save239
2 Years Ago
network++
2 Years Ago
merge from diversuit
2 Years Ago
merge from water5_final
2 Years Ago
Clean up `InstancedMeshConverter` and register `InstancedPrefabConfig` out of `PrefabPreProcess` as well
2 Years Ago
Implemented skeleton of a job based frustum culling & lod culling system
2 Years Ago
Properly extract building grades & conditional models via PrefabPreProcess into code based configs
2 Years Ago
abyss helmet version 2, textures, material, added to prefab with randomiser script set up. needs a bit more work on the skinning
2 Years Ago
tugboat sounds (WIP but mostly there)
2 Years Ago
Fixed ServerProjectile NRE when hitting water
2 Years Ago
Update all building block prefabs with InstancedMeshFilter
2 Years Ago
Fixed subsurface falloff gradiation between beaufort states
2 Years Ago
Water & beaufort parameters. (Waves unchanged)
2 Years Ago
Merge from save239
2 Years Ago
Fixed WaterLevel ignoring water volumes and reverted fishing pole and water sockets to use WaterLevel
2 Years Ago
Tool to auto convert all building blocks with one button click (and 30 minutes of waiting as unity saves them one by one)
2 Years Ago
Projectile fixes (things I broke in 83834)
2 Years Ago
Update editor tool to convert prefabs to InstancedMeshFilter
2 Years Ago
Tugboat control panel LODs and sonar emissive
2 Years Ago
Beginning of massive refactor to support all entities & all types of world prefabs
2 Years Ago
Ocean refraction tweaks +caustics adjustments to match.
2 Years Ago
Slight caustics speed/depth/scale/brightness tweaks, because they were barely noticable.
2 Years Ago
code cleanup
2 Years Ago
underwater.prefab iteration & fixed time scaling issue
2 Years Ago
Update FP.BurstCloth (stiffness and other fixes) Crank up stiffness on diver ak to fix clipping
2 Years Ago
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2 Years Ago
▋▍▋▌▋▋▋▋▋ ▉▄▍▉ ▄▌▋ █▇▌▇▋▌
2 Years Ago
▋▇▇ ▇▌▄▌ ▋▉▌▉▇▅▄ ██▊▅▌▊ !█▇▋ █▆▄▍█▋▆ ▍▋▇▍▅▍
2 Years Ago
▆▄▊▅█ ▅█▆▇█ ▌▉█ ▉▋▌▆ ▉▋▆▇ ▄▉▅▅ █▅▌█ █▉ █▍▍ ▋▍▌▌ ▌▊▊█▇▊▆, ▋█▌ ▌▉▅▄▍ ▄▉▅▉▉ ▍▍▄. ▊▌▍▌ ▇▊▉▋▌▍█▋ * ▄▉▌▋▌ ▌█▄▆▄▌ ▇▉ ▉▌█▊▇ ▇▌▌▊▄▊█ ▋▌▄▌▄▍▉▊▆ (▌█▊█▊▊▉▍▋ ▉▍▉▇▋▌▄▅█▊▉▍) * █▉▆▆▄▍█▅▅_▄▇▊▆▋█:▋▅▊▊▇▌▍█▊▍█▄▆ ▌▍█▍ ▅▇█ ▌▇▅▊▊▄ ▌▉▉▊▌ ▅▄▇▆▍▋▄▆▅█▅ (▊▇▊▌▅▇▆▉▇ ▉▌▇▉█▍▄▍▆▍█▌) ! ▍▅▇ ▄▌▉/▍▊▌▍▆ ▍▋▋▌▍▋▍ ▉▇▍▆▆▆ ▋▌▌▄▋▄ ▍▅▄▆▊▆ ▇▌▆▌ ▆▌█▊▊▇▌▊▄ ▅▅▇ █▄▍▋.▌▄▇ ▄▊▍▍ ▌▍▄▍█▅▊▊▍ ▊▋▄ ▄▋▊▉▇▍▅ ▍▊ ▌▊▋▍▇▌▇▆▉▆▅▆▍▊_▋ ▉█ ▇▉, ██ ▆▊▊▄ ▌▍▅█ ▍▄ ▉▄▇▍▆▇ ▍▅▆▆ ▇▇ █▉▋▅▅ ▍▄▍▊ ▉▉▅▊▍ ▄▍█▍▆▋ ▊▅▊▆▉▋█▆. █▆▇▅▄ ▌ ▆▄▆▋ ▌▆█▍█▍▉▆▆▆ ▆▄▊ ▆▄▊▋▆ ▍▉ ▉▇█▌▉█▆▇▄▋.▋▍▊ ▋▅▍▆▊ ▋▋▋▇█▅▍ "▇▉▄▅█▅ ▍▅▋ ▆█▋▊█ ▍▊ ▅" ▅▉▉▆█▍▅▄▇ ▄▉▅▋▅▍▆▍▅ ▌▅▆ * ▊▊▋▌▌█▋▅▊▆▋▄▊▆▌▊▊▍▉▍ * ▄▄▄▇▍▄▄██▋▇▅ - ▉▍▉▍ ▋█ ▉█▇▌▊▌ -▌, ▅▅▍ ▄▊▆▅▇▅▆ ▉ * ▉▇▌▌█▆▋▍▌▊▉▊▊▍▍▆█▅▉ * ▅▇▆▉▌▌▅█▌█▅▋▇▋ * ▍▇▇▉▊▄▅▅▊▍▆▊█▆▄▋▍ ▋▅▉▄▅▆ ▌▄▄▆▌ ▌█▋▌▅▍ ▋▉ ▉▋▋▄█▄▋: * ▇▇▅█▍▇▅▉█▊▋▊▌▅▉█▊▋▆▆ * ▅▆▇▉█▉▉▅▆▍▄▅▍█▍ * █▌▉▇▉▋▍▇▆▇▇▍█▄▆▅▇▅▋▉▄▍▊ ▍▇▌▍▇ █▉▊▊▇▅▄ ▊▄█▋ ▉▆▍▅▅▅ ▊▄ ▄▍▌ ▋▍▆▍▍▉▆ ▊▍▋▋▉▌▊▋▊▉ ▇▄▊▄▌█ ▅ ▆▅ ▌▉▌▋▋▌▇: * ▊▋▊██▆█ * ▇█▉▍▌▊▄█▇▉▄ * ▊▄▇▋▌█▄▊▋▋▊▋▅▍▌▅ * ▆▍▄▆▅▅▉▆▊▇█▇▉▅▇▅▇▊▅▌▄▌ * ▌▅▇▋█▋▋▊▇▄▍█▋▉▆▇▍▉▉ * ▅▅█▄▋▄▊▇▉██▌▄▅█▄ * ▌▌█▊▋▉▍▄██▄▇▋▌▍▋ * ▊▇▍▊█▅▊▊▌▇▆▆▌▆ * ▍▇▇▉███▌▋▉▆█▉▆▄ - ▆▊▊█▋▆▋ ▅ ▋▊ ▋▆▌▋▇▇▊ * ▆▅▉▋▍▆█▉▆▋▉ - ▇█▍▊▇▊▊ __▋▉▋▅▄▆▆▊▍▋▆__ * ▊▄▇▆▉▆▇▋▆▆▇▅▍██▅▋▆▊ - ▄▌▆▅▊▋▌ -▄ * ▅▆▉▇▆▋▇▊▊▅▅▍▋▆▉▇▇▇▇ - ▌▊▉▄█▇_▆▊▇█▍▋ * ▉▊▅▆█▋▌▄█▉▌▌▄▊▇▍▌▇▍▋ - ▆▇▄█▊▆▅ ▄ ▄▅▄▅▊▇▊▆▊▄▄ ▉▉ ▆▍▆▌▋▄▋▄▇▋▄▉ ▆▉▅▊▋▉▆▊▌▄ ▇▉▊ ▅▊▄▄ ▇▌▆▇▆ ▍█▋▉▌▆▇▄▊ ▇▍▉█▌ █▊▌█▌▌ ▊▅▊▋▅▉ ▇▊▍ ▄▌▋▅▄▉ ▋▌ ▅▋▍ ▆▌█▍▉▅▋▋ ▊███▇▉▉▌▌▄ █▆▌ ▋▅▉▉▆▇█▇▋▋▋▊▌▉▋▋▊▅ ▄▌▉▄█▊ ▇▇▊█▋▍▌▋█▄ ▉▋▍█▇▋ ▆█▌▋ ▊▋▉▍▋▅▅▌ ██▇▊▊▌▅ ! ▌▋▍▉▌ ▌▄▆▋▍ ▄▋▆▌▆▉▄▅ ▋▍▊▌▊▊▊ ▋▄▇ ▄▋▍▅ ! ▄▆█▍▇▌▄ ▌▊▉ ▋▄▋
2 Years Ago
▋▋▍▍▍▆▄ ▋▆▄ ▄▌▋
2 Years Ago
add randomization to diver suit
2 Years Ago
▊▆▉▉▄ ▉▅▋▄▇ ▊▆▇▍▊▍▍▊ ▋▄▍▇▄▄▍ █▉▍ ▊▄█▊
2 Years Ago
Fixed a race conditiony Lua error in properties.lua Fixed certain "Entity Get Count of X" functions returning nil * GetNumPoseParameters * GetBoneCount - used to return -1, now returns 0 * GetHitBoxGroupCount * GetHitBoxCount * GetBodygroupCount Return empty string on failure: * GetPoseParameterName * GetSequenceName * GetSequenceActivityName Minor cleanup More Entity no nil returns treatments Return 0 on failure: * GetSkin * GetSequence * GetNumBodyGroups * GetSequenceGroundSpeed * GetSequenceMoveDist * GetModelContents * GetLayerDuration * GetLayerWeight * GetPlaybackRate - returns 1 on failure * GetBoneName - returns __INVALIDBONE__ * GetSequenceActivity - returns -1 * GetSequenceVelocity - vector_origin * GetLayerPlaybackRate - returns 1 Adjustments to singleplayer clientside lua file stuff Hopefully fixes issues people are having Do not fallback PHONGBOOST and PHONGFRESNELRANGES Causes unexpected issues with existing content
2 Years Ago
Cherry picked 83847 => Fixed Lake and Swamp shading and refraction
2 Years Ago
Fixed Lake and Swamp shading and refraction
2 Years Ago
Bone retargeted breathing FX out of the back area when underwater
2 Years Ago
merge from save239
2 Years Ago
diversuit -> save239
2 Years Ago
▌▇█▋ ▅▅▆▆█▉▄▅
2 Years Ago
Cherry picked 83841 => Fixed water mask
2 Years Ago
Fixed water mask
2 Years Ago
Added and Setup Smoke Detector Prefabs
2 Years Ago
Show instanced renderers, meshes, triangles & verticies drawn per frame with `perf 7`
2 Years Ago
Changed `global_networking` to a startup parameter that enabled/disables instanced rendering completely
2 Years Ago
Cherry picked 83836 => Shader compile error fix
2 Years Ago
Shader compile error fix (related to 83832)