134,909 Commits over 4,293 Days - 1.31cph!

4 Months Ago
4 Months Ago
merge from naval_update/deep_sea/portal_effects
4 Months Ago
merge from naval_update/deep_sea
4 Months Ago
Merge from boat_building
4 Months Ago
Added a list of prefabs for islands and cities instead of using paths
4 Months Ago
Merge from parent
4 Months Ago
Codegen
4 Months Ago
Fixed project opening in safe mode: Deleted code in ResetStaticFields.cs to enable codegen. Ran codegen.
4 Months Ago
merge from naval_update
4 Months Ago
Phrases update
4 Months Ago
Compile fix
4 Months Ago
Fixed phrase conflict in PickupErrors
4 Months Ago
Merge from main. (taking oilrig changes from main)
4 Months Ago
naval_update -> naval_update/gun_turret
4 Months Ago
Merge from monument_notification_sounds
4 Months Ago
Increment network protocol for new RPC's
4 Months Ago
Bug fix for a selection of player update animations
4 Months Ago
Merge: from main
4 Months Ago
Restore changes
4 Months Ago
Merge from main
4 Months Ago
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4 Months Ago
commit of annoying material list that keep modifying until committed
4 Months Ago
FC2 scene to prefab
4 Months Ago
disabling lightgroupattime throughout for now
4 Months Ago
Weather changes when entering the portal, getting progressively worse until you reach the end Players are only teleported once they fully cross the portal
4 Months Ago
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4 Months Ago
merge from dome_diesel
4 Months Ago
2 Dome diesel spawns moved to puzzle
4 Months Ago
commit of annoying material list that keep modifying until committed
4 Months Ago
carrying on with lighting pass, fill lights for bespoke segments throughout floating city 2 added some dim fill lights to bridge prefabs to accelerate lighting throughout levels wherever they are
4 Months Ago
subtract 132375 132374
4 Months Ago
subtract 132376 merge from monument_notification_sounds
4 Months Ago
merge from monument_notification_sounds
4 Months Ago
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4 Months Ago
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4 Months Ago
merge from satdish_puzzle
4 Months Ago
Fixed BP fragment not spawning after being looted at satelite dish monument
4 Months Ago
Replace normal sprinkler visuals with "new" sprinkler_model in electric.sprinkler.deployed prefab
4 Months Ago
Add new sprinkler_model prefab that has two set of renderers: one for skinned meshes and one for normal renderers - reduce skinned LODs from 3-> 2 since the AnimatorLOD will turn off the renderers once they are past 25m (meaning it will switch to placeholder renderers) - reduce unskinned LODs from 4->3 since the 4th LOD was messed up (still hide after 100m)
4 Months Ago
Add SkinnedPlaceholder component that will switch between skinned & normal mesh renderers depending on the animator being active - can check animator for bool parameter and check if it's in a known inactive state - poll every 5s (configurable) to see if the animator is inactive - send event when the animator is activated from EntityFlags_Animator
4 Months Ago
More spawning
4 Months Ago
merge from modding_cui_merges -> main
4 Months Ago
Fix verticalNormalizedPosition not starting at 1 (top of screen)
4 Months Ago
- fix pivot missing from normal UI elements - fix rotation missing from ScrollRect
4 Months Ago
Make new empty methods for oxide to hook, original ones got deleted when fighting with codegen
4 Months Ago
merge from main -> modding_cui_merges
4 Months Ago
merge from optimize_windows_console -> main - fix colored text being logged on main thread instead of queued to console thread
4 Months Ago
merge from fix_puzzle_reset_analytics -> main
4 Months Ago
Fix puzzle analytics having "Submit()" commented out. whoops