137,902 Commits over 4,324 Days - 1.33cph!

2 Years Ago
Don't strip animator on the Hazmat preview suits
2 Years Ago
Strip colliders, animators, and MonoBehaviours from SkinViewer entities
2 Years Ago
Removed old timeline asset. Timing tweaks to cinematic
2 Years Ago
Set up prefabs with animations for all the hazmat suit skins on the store
2 Years Ago
Fixed skins getting cut off in non-square views
2 Years Ago
Expose fade to black time
2 Years Ago
Minor texture edit
2 Years Ago
Help text update
2 Years Ago
Better handling for tutorial islands that time out -Clear the players missions so they can restart the tutorial -Clear the InTutorial flag so they don't get respawned on a non-existent island -Notify the client (if they are connected) that the tutorial has ended to revert the time and weather settings
2 Years Ago
Only disable frustum culling if one of the mirrors cameras is enabled (to avoid an inactive/disabled camera turning off frustum culling)
2 Years Ago
Brutalist church progress
2 Years Ago
Merge from main
2 Years Ago
Impact decal tweaks.
2 Years Ago
Recycle times & light instance fix.
2 Years Ago
Mark new building meshes as readable = true so they work with multidraw
2 Years Ago
Properly fix hemp issue in 93017
2 Years Ago
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2 Years Ago
Collision LOD tweaks.
2 Years Ago
Lower the tutorial base slightly so that the player can more easily get into the front door without jumping
2 Years Ago
Fixed subemitter linkage
2 Years Ago
Fixed inherited rotational bug
2 Years Ago
Add `print_instanced_draw_calls` to print draw calls (including how many are batched by multidraw) Allows us to spot materials that have the wrong settings to help reduce draw calls needing to be submitted by the CPU
2 Years Ago
Merge from gnb_shadow_material_improvements -> gnb_support_new_building_skins
2 Years Ago
Disable worms and grubs from hemp in tutorial
2 Years Ago
Enable instancing on building skin materials
2 Years Ago
Re-run converter on building block prefabs to convert all new building skins to instanced rendering
2 Years Ago
Merge Main -> store-ui
2 Years Ago
merge from test_gnb_memory_leak -> main (fix GNB memory leak)
2 Years Ago
Fix the shadow materials of a bunch of building block renderers
2 Years Ago
Add additional funcitonality to `List Shadow Materials` to fix the materials (convert all ShadowOnly materials to use "shadow" material)
2 Years Ago
Fix GNB memory leak (submitting draw calls to disabled cameras will leak memory)
2 Years Ago
Add `instantiate_test` command to test new InstantiateAsync() method
2 Years Ago
Update CurrentVersion.cs to 2022.3
2 Years Ago
12k .meta files after it reimported a bunch of textures
2 Years Ago
ProjectVersion 2021.3.35f1 -> 2022.3.20f1
2 Years Ago
Manually commenting out audio import deprecation so it compiles
2 Years Ago
Unity auto-upgrading C# from 2021->2022
2 Years Ago
Fixing subemitter rotational inherentece fuckery WIP
2 Years Ago
Cache ItemModCookable and ItemModBurnable inside ItemDefinition
2 Years Ago
Tighter water reflection probe range, synched with TOD (related to 93000)
2 Years Ago
Fixed water reflections broken during tutorial cinematics
2 Years Ago
Close item store takeover screen when esc is pressed
2 Years Ago
Rough impl of hovering limited store items for a 3D skin view
2 Years Ago
Regenerate protobuf and move some code to partial class Reimplement PostSave() but rename to `PostSaveToDIsk()` to make it clearer Implement bool `isAuthed` on client to fix pooling of SimplePrivilege
2 Years Ago
Serialize Protobuf.Entity on the outbound network thread on the server Deserialize Protobuf.Entity in the inbound decryption thread on the client Change _NetworkCache from MemoryStream -> ProtoBuf.Entity RefCount ProtoBuf.Entity so we can keep it on the main thread as a cache as well as serialize it on network thread Initialize ProtocolParser.staticBuffer on each network thread (can do it automatically later) Remove `netcachesize` convar on the server since we aren't pooling memory streams InvalidateNetworkCache() will now invalidate the Protobuf.Entity ToStreamForNetwork() will Save() then put the ProtoBuf.Entity into the NetWrite ToStream() (normal saving for disk) stays the same Remove PostSave() (easier to remove than reimplement on network thread)
2 Years Ago
Fixed map markers flashing when player is downed Fixed map not opening when downed if using the new toggle map option
2 Years Ago
Dynamically show resource boxes based on TC content
2 Years Ago
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2 Years Ago
tweaked light group at time on harbor2
2 Years Ago
water wells S2P