202,638 Commits over 4,171 Days - 2.02cph!

11 Days Ago
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merge from main
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merge from fix_light_dynamic_lods --> main
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merge from minicopter_damagefx --> main
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Shader changes for indirect instancing (changes which are likely not required)
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Shader changes for indirect instancing (supported shaders)
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Shader changes for indirect instancing (include files)
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team_bag_labels -> main
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Another NRE that could've snuck in
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Remove old unused LOD fading variant
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Clean up instancing shader code and remove old instancing code
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Extra NRE safety check
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Rebase on /main
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small ramp blockout and test anims exported
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Merge material changes for indirect instancing
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Merge indirect instancing tools (standalone edition)
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Fix material changes never being actually applied
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Rebase on /main
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main -> team_bag_labels
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Can now generate protobufs inside Unity rather than inside a seperate .exe externally. Befefits: Platform agnostic, no need for .BAT files Can run through our existing Codegen system No need for external or duplicate definitions of classes In the future can make in engine viewers/editors
11 Days Ago
Enable instancing on 3042 supported materials
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security barge
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Test if my platform changes still build
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11 Days Ago
Add indirect instancing tools (modified to work standalone)
11 Days Ago
Ignore glass in query vis jobs
11 Days Ago
chicken_coop_indoor_sunlight -> main
11 Days Ago
Swap to CanSee instead of IsVisible, which can return true sometimes
11 Days Ago
- Make layers and build params match what's done in game - Add navmesh builder to ai singleton - Make static methods that use a lot of state instance method - Increase buffer size for nav tile rendering - Add command to rebuild whole navmesh - Display nav tile coords when using debug display in editor
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Chandelier - adjusted chain cable mesh size to be closer to default cable thickness
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Merge from main
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screen_rocket_distortion_fix -> main
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Fix NRE
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Merge from /main
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Stop explosion effects staying on your screen after death in some cases
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exported deployable anchor anims
11 Days Ago
naval_update -> scientist_rhib
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main -> naval_update
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Merge from underwater_lab_windows_fix
11 Days Ago
Added a check to see if the underwater fog is rendering before attempting to apply it to the underwater lab windows