145,285 Commits over 4,413 Days - 1.37cph!

9 Days Ago
move the walls corridor to the grid
9 Days Ago
added collision for the corridor
9 Days Ago
Converting more items to new IO system: entities are PowerConsumer by default so all lights and simple consumer work by default Button and counter evaluators
9 Days Ago
Added image pixels per unit multiplier (so modders can modify slice scaling)
9 Days Ago
Add train control to the timeline
9 Days Ago
Added UnityEngine.UI.Mask component support to CUI
9 Days Ago
Initial test
9 Days Ago
Fixed Button and Scrollbar color tweening when created initially (assigns colors on the same frame)
9 Days Ago
main -> game_room_dlc
9 Days Ago
Added baked config at register time Batteries are data based
9 Days Ago
Possible NRE fix
9 Days Ago
Pool table deployable
9 Days Ago
Honey bandage: - Increased stack size from 3 -> 5. - Added 6 healing over time.
9 Days Ago
merge from mortar_prototype
9 Days Ago
Fix mortar animation handles not getting disposed of properly in demos
9 Days Ago
Splitter evaluator
9 Days Ago
blockout playground models from yesterday
9 Days Ago
some visual tweaks to bench_b
9 Days Ago
adding more decorative benches to replace the large bulky one replaced the old one with new ones in scene also plugged some doorways in the apartment_b prefabs
9 Days Ago
Added downloading from URL, supports mp3/wav/ogg, update clip time Ability to change audio clips on the fly, added clip download request and caching, error handling Clear all audio clips out of memory &/or pending requests on disconnect
9 Days Ago
Full rebuild param handling from Jenkins end
9 Days Ago
Fixed charm picker not working when skins_access was set to 1
9 Days Ago
Merge from shot_dub_fixes
9 Days Ago
Added per axis dubbing override tracks (pan/tilt/roll)
9 Days Ago
Fixed position demo dubbing track displaying as "Position/Rotation" (was only doing position under the hood, was just mislabelled) Fixed DoF dubbing changes not recording
9 Days Ago
Fix hole Remove with swapback for transform instance data
9 Days Ago
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Added new mesh.reducebonecountonlowlod convar, adjusts bone quality on skinned meshes spawned with a player LOD0 - Auto LOD1 - 2 Bones LOD2/3/4 - 1 Bone These use LODGroups so the LOD is calculated based on screen height, making the quality change imperceptible Might have scraped a quarter of a millisecond in a stress test? Hard to judge Defaults to on
9 Days Ago
Fixed wrong item id on ballistic vest
9 Days Ago
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
9 Days Ago
Replaced the old gesture based NPC wave with a new state on the child animator Also did a bit of cleanup on the wave code, instead of every shopkeeper in the world doing a Vis sweep every 5-10s just do a distance check based on nearby subscribers Makes the process free if no players are around, saves around 0.03ms each invoke
9 Days Ago
Replaced the stack of 4 sub systems on the vendor with a single animator controller
9 Days Ago
Handle clearing hole maps when instance count drops to 0 Increase foliage hole sampling radius to prevent foliage in holes
9 Days Ago
fix player_model changes stomped in merge
9 Days Ago
Combined building planner and boat building planner, swap between using radial menu. IT doesnt actually swap though only the context menu works for now
9 Days Ago
Memory cell evaluator
9 Days Ago
Root combiner distributes drain evenly on batteries connected to its inputs
9 Days Ago
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9 Days Ago
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9 Days Ago
Evaluator refactoring
9 Days Ago
Some tooltips
9 Days Ago
Merge from auto_particle_cinematics
9 Days Ago
Compile fix
9 Days Ago
Fixed EffectREcycle still recycling the effect if cinematic particle system mode is active when the particle is dragged into the scene
9 Days Ago
Branch and blocker evaluators Some cleanup and fixes
10 Days Ago
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10 Days Ago
merge from main
10 Days Ago
Batteries tick flow. Charged and depleted on the same tick Bug fixes and refactoring