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138,185 Commits over 4,505 Days - 1.28cph!

1 Year Ago
Found another double rendering issue in MeshCull
1 Year Ago
Added the scene to SceneLoader so it appears in Editor scenes dropdown menu. Renamed scene to CharacterAnimationAndSkinViewer
1 Year Ago
BurstClolth VM pass, just disabling collision and enabling ResetBonesOnDisable
1 Year Ago
edited m15 admire animation so the gun is further away and gloves do not clip. Also removed the creepy finger animation from semipistol idle anim and turned anim compression off so the gun doesnt sway in the hand.
1 Year Ago
Fixed the indirect lighting issue with cameras that are rendered via script
1 Year Ago
Copied legacy script's Camera setup so ironsights ADS, screen shake and animation camera rotations work as expected
1 Year Ago
disable biome/atmosphere fog when in Underground environment, bring in black underground fog when in NoSunlight/TrainTunnels
1 Year Ago
better BC defaults, natural gravity and disabled collision
1 Year Ago
Merge from main
1 Year Ago
adjust weather profile ambient/reflection mults to not darken interiors as much
1 Year Ago
toggling BC with gesture beginning and ending on ViewModels when bone transform resetting is enabled on VM burstcloth controllers, this stops it flinging up in the at the end of a gesture when the VM moves 100 units upwards in a frame
1 Year Ago
Create getter and setter methods we can give to the weaver
1 Year Ago
Fixed rogue pixels in the bulb emissive texture
1 Year Ago
String light bulbs are now combined together into a single mesh
1 Year Ago
Clean: mark with comments when each player cache is last updated Tests: none, trivial change
1 Year Ago
Make a public caller method to get around partial methods with access modifiers requiring an implementation
1 Year Ago
Pivot, lets do this the most cheaty way imaginable since I cant do two passes with source generator: CodeGen out some stub methods and emulate the SyncVar inside the EntityComponent Setup SyncComponent attribute so we can control it Wire up setting in a way that makes it believable to be a SyncVar
1 Year Ago
Update: remove CachedState.IsValid - it was misleading and unnecessary Reimplemented logic that used to rely it to instead rely on nullable values Tests: editor compiles
1 Year Ago
Update: move CachedStates growth to ServerUpdateParallel - also using zeroed memory to have sensible defaults for users that haven't yet being processed Makes it clearer that they are in sync with playerCache Tests: none, trivial change
1 Year Ago
prison update
1 Year Ago
security prison progress
1 Year Ago
Merge: from main Tests: editor compiles
1 Year Ago
Set GPU instancing on materials
1 Year Ago
Tweaked fairy light line mesh width to fix the weird line corners Removed some placeholder materials
1 Year Ago
Enable Read/Write for nature assets
1 Year Ago
codegen phrase checks
1 Year Ago
updated the security spotlights lods
1 Year Ago
Fix camera position not updating when recentering map view
1 Year Ago
applied cinematic materials to ejector seat for merge
1 Year Ago
Enabled GPU instancing on fairy light bulb material
1 Year Ago
update from naval_update
1 Year Ago
Setup ghost ships with simpler buoyancy, remove them from auto spawn for now.
1 Year Ago
Upon first time opening map automatically centre on player
1 Year Ago
Merge from main
1 Year Ago
merge from main
1 Year Ago
Added pilot suit in the general store hazmat category Updated pack description
1 Year Ago
Merge: from main
1 Year Ago
Stop interaction toast clipping Setup button max sizes
1 Year Ago
Optim: use cached pos to avoid transform access Tests: none, trivial change
1 Year Ago
merge from main
1 Year Ago
(Test) set all meshes isReadable=0
1 Year Ago
Revert library setting
1 Year Ago
Remove top level token debug
1 Year Ago
Ensure map name is sanitised properly in streamermode
1 Year Ago
Fixed the gizmos that display the environment volumes and fixed the bounds on capsule type spatial volumes
1 Year Ago
Ensure session background isn't fully transparent
1 Year Ago
scene2prefab millitary_tunnel_1 (no hlod)
1 Year Ago
Fix scientists shooting before fully aligned to aim
1 Year Ago
adjusted terrain ignore volume
1 Year Ago
Subtract mesh and material changes