195,636 Commits over 4,110 Days - 1.98cph!

4 Years Ago
update ddraw for worldpositiongenerator
4 Years Ago
checks for mission repeatable on fail/success show mission time remaining on HUD always fail mission upon death
4 Years Ago
Fixed bottom underwater lab end caps facing the wrong way
4 Years Ago
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4 Years Ago
Unsaved directory. Updated ignore.conf
4 Years Ago
Merge from main
4 Years Ago
mission accept, succeed, fail & objective complete sounds
4 Years Ago
treasure mission
4 Years Ago
improvements
4 Years Ago
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4 Years Ago
merge from missions
4 Years Ago
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4 Years Ago
Fixed a couple of issues with the underwater effect convar
4 Years Ago
More folder changes + updated PlayerCopy asset directory
4 Years Ago
Don't overwrite materials when saving new materials, append a number
4 Years Ago
Added Tools/Cinematic/Copy Player that copies the current player model into a static mesh, ready to be prefabbed Copies and applies the various material property blocks so skin and hair colours are applied (hair colours still have some issues) Saves materials into root Assets directory
4 Years Ago
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4 Years Ago
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4 Years Ago
PoseTools updated to recent version (main)
4 Years Ago
Camper gibs setup Overhauled how we gib conditional objects inside of prefabs: Instead of manually adding unique id's I've added a new IsConditional bool to the Gibbable component that adds a new stub component that isn't a PrefabAttribute. This component stores the new automatically generated id of the gib (based on a name hash) and we use it's active state to determine which gibs to spawn when an object is destroyed. Updated conditional refresh editor button to turn on this new bool for vehicle modules. Added new SpawnConditionalGibs helper extension to easily use this behaviour when required. Updated both Ice walls, easter egg projectile and candy projectile with new system
4 Years Ago
Directory updates
4 Years Ago
Merge from main
4 Years Ago
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4 Years Ago
Added a null check to FilterItems for itemButton
4 Years Ago
Revert 64459 due to NRE
4 Years Ago
Fixed the vignette effect jumping in instead of smoothly coming in from 0, when using the post-process weight slider. The Blur is trickier, and isn't fully fixed at this stage, so I'm still not starting the low oxygen effect until oxygen reaches the hurt point, but oxygen effect is back.
4 Years Ago
merge from save216 (wipe)
4 Years Ago
killObjective bugfixes createdEntity cleanup fixes
4 Years Ago
merge into 216
4 Years Ago
compile fixes
4 Years Ago
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4 Years Ago
merge into 216
4 Years Ago
cleanup
4 Years Ago
bugfixes
4 Years Ago
placed providers at various monuments nre fix
4 Years Ago
merge from save216
4 Years Ago
placeholder mission providers metric tonne of UI work
4 Years Ago
More western inland WIP
4 Years Ago
TTT: Updated language files (Community Contribution)
4 Years Ago
disabled Caustics Projector on small moonpools
4 Years Ago
merge from /save216
4 Years Ago
merge from main