137,469 Commits over 4,324 Days - 1.32cph!

3 Years Ago
merge from main
3 Years Ago
merge from egg_suit_lod_fix
3 Years Ago
merge from nvg_canvas_scale_fix
3 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
3 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
3 Years Ago
network++
3 Years Ago
merge from diversuit
3 Years Ago
merge from water5_final
3 Years Ago
Clean up `InstancedMeshConverter` and register `InstancedPrefabConfig` out of `PrefabPreProcess` as well
3 Years Ago
Implemented skeleton of a job based frustum culling & lod culling system
3 Years Ago
Properly extract building grades & conditional models via PrefabPreProcess into code based configs
3 Years Ago
abyss helmet version 2, textures, material, added to prefab with randomiser script set up. needs a bit more work on the skinning
3 Years Ago
tugboat sounds (WIP but mostly there)
3 Years Ago
Fixed ServerProjectile NRE when hitting water
3 Years Ago
Update all building block prefabs with InstancedMeshFilter
3 Years Ago
Fixed subsurface falloff gradiation between beaufort states
3 Years Ago
Water & beaufort parameters. (Waves unchanged)
3 Years Ago
Fixed WaterLevel ignoring water volumes and reverted fishing pole and water sockets to use WaterLevel
3 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)
3 Years Ago
Projectile fixes (things I broke in 83834)
3 Years Ago
Update editor tool to convert prefabs to InstancedMeshFilter
3 Years Ago
Tugboat control panel LODs and sonar emissive
3 Years Ago
Beginning of massive refactor to support all entities & all types of world prefabs
3 Years Ago
Ocean refraction tweaks +caustics adjustments to match.
3 Years Ago
Slight caustics speed/depth/scale/brightness tweaks, because they were barely noticable.
3 Years Ago
code cleanup
3 Years Ago
underwater.prefab iteration & fixed time scaling issue
3 Years Ago
Update FP.BurstCloth (stiffness and other fixes) Crank up stiffness on diver ak to fix clipping
3 Years Ago
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3 Years Ago
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3 Years Ago
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3 Years Ago
▆ ▄▊▅█▅ █▆▇█▌ ▉█▉ ▋▌▆▉ ▋▆▇▄ ▉▅▅█▅▌██▉█ ▍▍ ▋▍▌ ▌▌▊▊ █▇▊▆▋█▌▌ ▉▅▄ ▍▄▉▅▉ ▉▍▍▄▊ ▌▍▌▇▊▉▋▌▍ █▋▄▉▌▋▌▌█▄▆ ▄▌▇▉▉ ▌█▊▇▇▌ ▌▊ ▄▊█▋▌ ▄▌▄▍▉▊▆ ▌█▊█▊▊▉▍▋ ▉▍▉▇▋▌▄▅█▊ ▉▍█▉▆▆▄▍█▅▅▄▇▊▆ ▋█▋▅▊▊▇▌▍█▊▍█▄▆▌▍█▍▅▇█▌▇▅▊▊▄▌▉ ▉▊▌▅ ▄▇▆ ▍▋▄▆▅█ ▅▊▇▊▌ ▅▇▆▉▇▉▌▇▉█▍ ▄▍▆▍█▌▍▅▇▄ ▌▉▍▊▌▍▆▍▋▋▌▍▋▍▉ ▇▍▆ ▆▆▋▌▌▄▋▄▍ ▅▄▆▊▆▇▌ ▆▌▆▌█▊▊▇▌▊▄▅▅ ▇█▄▍▋▌ ▄▇▄▊ ▍▍▌▍▄▍█▅▊ ▊▍▊ ▋▄▄▋▊▉▇▍▅▍▊▌▊▋ ▍▇▌▇▆▉▆▅▆ ▍▊▋ ▉█▇▉██▆ ▊▊ ▄▌▍▅█▍▄▉▄▇▍▆▇▍▅▆ ▆▇ ▇█▉ ▋▅ ▅▍▄▍ ▊▉▉▅ ▊▍ ▄▍█▍▆▋ ▊▅▊▆ ▉▋ █▆█▆▇ ▅▄▌▆ ▄▆▋▌▆ █▍█▍▉▆ ▆▆▆▄▊▆▄▊▋▆▍▉▉▇█ ▌ ▉█▆▇ ▄▋▋▍▊▋▅▍▆▊ ▋▋▋ ▇█▅▍▇ ▉▄ ▅█▅▍▅▋▆█▋▊█▍▊▅▅▉▉▆█▍ ▅▄▇▄▉▅▋ ▅▍▆▍▅▌▅ ▆▊▊ ▋▌▌█▋ ▅▊ ▆▋ ▄▊▆▌▊▊▍▉▍ ▄▄▄▇▍▄▄██ ▋▇▅▉▍▉ ▍▋█▉█▇▌▊▌▌▅▅▍▄▊▆▅▇▅▆▉▉ ▇▌▌█▆▋▍▌▊▉▊▊ ▍ ▍▆█▅ ▉▅ ▇▆▉▌▌▅ █▌█ ▅▋▇ ▋▍▇▇▉▊▄ ▅▅▊ ▍▆▊█▆▄▋▍▋▅▉▄▅▆▌▄▄▆▌▌█ ▋▌▅▍▋▉▉▋▋▄█▄▋▇▇▅ █▍▇▅▉█▊▋▊▌▅▉█▊▋▆▆▅▆▇▉█▉▉▅ ▆▍▄▅▍ █▍█▌▉▇ ▉▋ ▍▇▆▇▇▍█▄▆▅ ▇▅▋▉▄▍▊▍▇▌▍▇█▉▊▊▇▅▄▊▄█ ▋▉▆▍▅▅▅▊▄▄▍▌▋▍▆▍▍ ▉▆▊▍▋▋▉▌▊▋▊▉▇▄▊▄▌█▅▆▅▌▉▌▋▋▌▇▊ ▋▊██▆█▇█▉▍▌▊ ▄█▇▉▄▊ ▄▇ ▋▌█ ▄▊▋▋▊▋▅ ▍▌▅▆▍▄▆▅▅▉▆▊▇█▇▉▅▇ ▅ ▇▊ ▅▌▄▌▌▅▇▋█▋ ▋▊▇▄▍█▋▉▆ ▇▍▉▉▅▅█▄▋▄▊▇▉ ██▌▄▅█▄▌▌█▊▋▉▍▄██▄ ▇▋▌▍▋▊▇▍▊█▅▊▊▌▇▆▆▌▆▍▇▇▉█ ██▌▋▉▆█▉▆▄▆▊▊█▋▆▋▅▋▊▋ ▆▌▋▇▇▊▆▅▉▋▍▆█▉▆▋▉▇ █▍▊▇▊▊▋▉▋▅▄▆▆▊▍▋▆▊ ▄▇▆▉▆▇▋▆▆▇▅▍██▅▋▆ ▊▄▌▆▅▊▋▌▄▅▆▉▇▆▋ ▇ ▊▊▅▅▍▋▆ ▉ ▇▇ ▇▇▌▊▉▄█▇▆ ▊▇█▍▋▉▊▅▆█▋ ▌ ▄█▉▌▌▄▊ ▇▍▌▇▍▋▆▇▄█▊▆▅▄▄▅▄ ▅▊▇▊▆▊▄▄▉▉▆▍▆▌▋▄▋▄▇ ▋ ▄▉▆▉▅▊▋ ▉▆▊▌ ▄▇▉▊▅▊▄▄▇▌▆▇▆▍█▋▉▌▆ ▇ ▄▊▇▍▉█▌█▊▌█▌▌▊▅ ▊▋▅▉▇▊▍▄▌▋▅▄▉▋▌▅▋▍▆▌ █ ▍▉▅▋▋▊█ ██▇▉▉▌▌▄█▆▌▋▅ ▉▉ ▆▇█▇▋▋▋▊▌▉▋▋ ▊▅▄▌▉▄█▊▇▇ ▊█▋ ▍▌▋█ ▄▉▋▍█▇▋▆█▌▋▊▋▉▍▋ ▅▅▌██ ▇▊▊▌▅▌ ▋▍▉▌▌▄ ▆▋▍ ▄▋▆▌▆▉▄▅▋ ▍▊▌ ▊▊▊▋▄▇▄▋ ▍▅▄▆█▍▇▌▄▌ ▊▉▋ ▄▋▇▌▄▅▌▆█▍▍▉▍▄▇▍▄▌▊▆▄▄▍▋▄▇ ▆▆▆▅▌▆▄▅▊▍ ▆▍▍▆▅▉ █▅▄▋ █▍▍▌▍▄▄▆ ▊▍▌▉▌▋▌▉▄ ▇▄▊█▌ ██▊▄▌ █▄▉▊▋▊▆▌ ▇▆▇▅▌▆▌ █▊▄ ▋▅▆▇▊█ ▄▄█▇▊█▉ ▆▌▅ ▉▆▅
3 Years Ago
▋ ▋ ▍▍▍▆▄▋▆ ▄▄▌ ▋▍▄
3 Years Ago
add randomization to diver suit
3 Years Ago
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3 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
3 Years Ago
Cherry picked 83847 => Fixed Lake and Swamp shading and refraction
3 Years Ago
Fixed Lake and Swamp shading and refraction
3 Years Ago
Bone retargeted breathing FX out of the back area when underwater
3 Years Ago
diversuit -> save239
3 Years Ago
▌▇█▋▅▅ ▆▆█▉▄▅█▅
3 Years Ago
Cherry picked 83841 => Fixed water mask
3 Years Ago
Fixed water mask
3 Years Ago
Added and Setup Smoke Detector Prefabs
3 Years Ago
Show instanced renderers, meshes, triangles & verticies drawn per frame with `perf 7`
3 Years Ago
Changed `global_networking` to a startup parameter that enabled/disables instanced rendering completely
3 Years Ago
Cherry picked 83836 => Shader compile error fix
3 Years Ago
Shader compile error fix (related to 83832)
3 Years Ago
Fixed GamePhysics queries not handling WaterCollision triggers
3 Years Ago
Fixed several underwater projectile issues (speargun)