137,949 Commits over 4,474 Days - 1.28cph!

10 Months Ago
Bugfix: ensure StoreItemGrid caches local source bundles Fixes wrong imges displayed in the shop for specific items Tests: navigated to store and clicked a bunch of pages. Compared before and after images
10 Months Ago
initial lighting pass on farm barge
10 Months Ago
retro toolcupboard crate and tool lod distance tweaks
10 Months Ago
Update: reimplement UI_StoreItemGrid population - Warmup completelly skips initialization of tiles - Expanded the interface to permit existing custom usage (filtering via search, editor test tools) Tests: Clicked through a bunch of tabs and tiles, used search
10 Months Ago
cleanup
10 Months Ago
Regenerate ConVars and force bounds to be always huge (experiment)
10 Months Ago
Implement one shot in/out blending. Fix input weight on the main animation controller always being set to 0, causing transitions to jitter.
10 Months Ago
initial lighting pass on sec tower, supply barge, food barge
10 Months Ago
Fix player model OnEnable being called before any of the init fields were set.
10 Months Ago
Added dilapidated elevator to casino barge. Updated manifest.
10 Months Ago
10 Months Ago
10 Months Ago
More merge repairs
10 Months Ago
higher drag for boats with no thrust-providing sails, calced infrequently
10 Months Ago
merge from deployable_cannon
10 Months Ago
Update: remove extra CacheBundleIcons calls from store tabs Previously were needed because tab could open before the store - since it was fixed, it's unnecessary Tests: navigated to store tabs - no errors
10 Months Ago
character offset animation update for cannon
10 Months Ago
reduce wheel turn speed
10 Months Ago
Clean: StoreItemGrid.Warmup -> OnOpened Review feedback pt 2 Tests: none, trivial change
10 Months Ago
Horrendous merge and wip conflict resolving. I've definitely broken stuff
10 Months Ago
Clean: rename WarmupIcons to CacheBundleIcons Review feedback pt1 Tests: none, trivial change
10 Months Ago
merge from deployable_cannon
10 Months Ago
scale sail thrust while lower/raising for smoother transition and less jerk
10 Months Ago
adding LODs for barrel and base cannon prefabs
10 Months Ago
Cannon anim export update
10 Months Ago
Blueprint fragments are now a component rather than a resource (no longer requires BP fragments in repair costs)
10 Months Ago
removed log
10 Months Ago
Merge from parent
10 Months Ago
lighting pass on floating walkways docks
10 Months Ago
merge from naval_update
10 Months Ago
manifest network++
10 Months Ago
meta_shift -> main
10 Months Ago
All Catapult ammo fires further (SO GOOD) catapult now reloads 3 seconds faster (WOW!) catapult crafting reduced by 1 gear and 1 rope battering ram sheet metal cost reduced by 2 (DAMN YOU GOT TO USE IT NOW) Balista reduced by 1 gear Propane explosive bomb deployed and thrown damage increase, slightly (USE ME) Bee bomb reduced by 1 bee grenade ballista.bolt.incendiary low grade fuel reduced by 10 Pitchfork bolt reduced by 100 wood
10 Months Ago
merge from charity_plushies
10 Months Ago
merge from main
10 Months Ago
merge from main
10 Months Ago
mat tweaks
10 Months Ago
shaders in bundle
10 Months Ago
hook into construction guides, configurable backface blend, neutral material
10 Months Ago
Play recoil anim on the mounted player model, push up missing protobuf files
10 Months Ago
Clear one shot layer once the clip is done playing, add a full body mask.
10 Months Ago
Sync mounted player references to clients
10 Months Ago
Mannequin visibility
10 Months Ago
Swap mannequin models
10 Months Ago
- New turret setup - Can now mount turret - Server inputs passed as normal through the seat to the mounted weapon - Can setup the mounted weapon with any in game BaseProjectile weapon (m249 for now) - Backend like the attack helicopter gunner, echo out server movements to the client - String pool gen - Manifest
10 Months Ago
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
10 Months Ago
Backup 2
10 Months Ago
Add a third submission mode to indirect instancing which works through `Graphics.DrawMeshInstancedIndirect` and avoids copying to a command buffer. Enable `indirect_instancing.command_buffer` to switch back to the old way.
10 Months Ago
spacing out light sources more evenly on floating walkways prefabs
10 Months Ago
bird crap pass