136,087 Commits over 4,444 Days - 1.28cph!

12 Months Ago
Prefab scroll bar
12 Months Ago
Prefabbed sidebar on play and fixed scrollbar
12 Months Ago
Make ch47 carve navmesh to prevent heavy scientists clipping into it when dismounting
12 Months Ago
Update: DemoBuildingsViewer - export base as a json file Going to see if it's enough to rebuild the base for the benchmark Tests: exported largest base from my demo
12 Months Ago
More changes to premium icon foil shader
12 Months Ago
Foil shader now works across the screen if you want it to
12 Months Ago
Fixed foil shader script frequently the shared material Create a new material instance for each foil instance (required since UI cant use property blocks)
12 Months Ago
Restored menuui2 main prefab
12 Months Ago
Missing _styles folder Prefabed SkinViewer2
12 Months Ago
Move buttons to styles folder, move demos to modal and rename
12 Months Ago
Restructure folders
12 Months Ago
Update legacy wood store steam item
12 Months Ago
Fix search bar, folder structure clean up
12 Months Ago
Merge from trimmed_asset_warmup/scene_warmup
12 Months Ago
Setup new heavy scientist prefab and get them to bet dropped by the chinook
12 Months Ago
Sidebar component, and positioning fix
12 Months Ago
Skin viewer nre fix, some tweaks
12 Months Ago
Add admin "bot.crouch" command to help test with nametag visibility testing.
12 Months Ago
Run the asset warmup optimized for asset scenes on monument prefabs after loading them for procgen too This avoids an extra copy of the prefab and doing extra work at runtime
12 Months Ago
Merge from parent
12 Months Ago
Merge from main
12 Months Ago
merge from main
12 Months Ago
Remove unused fields in chinook code as well as for loops with a hardcoded single iteration, comment public fields to make it clear what the difference is between scientistPrefab and dismountablePrefab
12 Months Ago
merge from no_build_zone_height_visual
12 Months Ago
merge from lock.key.item
12 Months Ago
merge from fix_userbutton_steamid_copying
12 Months Ago
merge from invis_indicator
12 Months Ago
merge from static_entities_hostile_fix
12 Months Ago
merge from mummywraps_shadowlod
12 Months Ago
Merge from hardcore_refresh
12 Months Ago
Suppress warnings in Compass and CompassViewmodel
12 Months Ago
Merge from hardcore_refresh
12 Months Ago
None compile fix (CompassViewmodel)
12 Months Ago
Support alpha clipping the fog of war so we get hover events on things like vending machines that have been revealed by fog
12 Months Ago
Merge from main
12 Months Ago
Protocol++
12 Months Ago
Merge from main
12 Months Ago
Use mips in SH baker to better emulate in game shadows, add mip and sampling options, improve shadow fade transition, fixed issue with multiple materials (again), add spawning method for all effected meshes for testing
12 Months Ago
Merge from trimmed_asset_warmup/scene_warmup
12 Months Ago
Load monument prefabs if procgen needs to run on the client or server
12 Months Ago
Mark Rowboat_LOD2 as read/write
12 Months Ago
Fix possible NRE in ExtractReferences when updating asset scenes
12 Months Ago
Added admin convar debug.clearAllFogOfWar to fully reveal the map
12 Months Ago
Obscure the underlying map image by 0.15 seconds when opening the map, prevents the map image being visible for a few frames while the fog is fading in
12 Months Ago
Disable condition on compass
12 Months Ago
Clean up v_compass.anim.controller missing local files
12 Months Ago
Merge from compass
12 Months Ago
Fix resetfogofwar command
12 Months Ago
Mark a bunch more meshes as read/write
12 Months Ago
Possibly, maybe, finally fixed loading fog of war from a save