140,251 Commits over 4,505 Days - 1.30cph!

11 Months Ago
Random materials
11 Months Ago
Make an actual item for the 50cal turret rather than using an m249
11 Months Ago
merge tropical1_prefab to deep_sea
11 Months Ago
Setup s2p for tropical1, bake the prefab
11 Months Ago
Imported audio files for the boat wheel deployed,ui grab, ui drop, turn loop, start turning, stop turning. Implemented those in code into the file SteeringWheel.cs.
11 Months Ago
Bake terrain mesh with LODs for tropical_1
11 Months Ago
Shadow cascades are now set to a minimum of 2 to minimize light leaking
11 Months Ago
Disabled map in the deep sea
11 Months Ago
Merge from naval_update
11 Months Ago
11 Months Ago
merge terrain to mesh utility into deep_sea
11 Months Ago
11 Months Ago
merge from naval_update/deep_sea/portal_effects
11 Months Ago
merge from naval_update/deep_sea
11 Months Ago
Merge from boat_building
11 Months Ago
Added a list of prefabs for islands and cities instead of using paths
11 Months Ago
Merge from parent
11 Months Ago
Codegen
11 Months Ago
Fixed project opening in safe mode: Deleted code in ResetStaticFields.cs to enable codegen. Ran codegen.
11 Months Ago
merge from naval_update
11 Months Ago
Phrases update
11 Months Ago
Compile fix
11 Months Ago
Fixed phrase conflict in PickupErrors
11 Months Ago
Merge from main. (taking oilrig changes from main)
11 Months Ago
naval_update -> naval_update/gun_turret
11 Months Ago
Merge from monument_notification_sounds
11 Months Ago
Increment network protocol for new RPC's
11 Months Ago
Bug fix for a selection of player update animations
11 Months Ago
Merge: from main
11 Months Ago
Restore changes
11 Months Ago
Merge from main
11 Months Ago
commit of annoying material list that keep modifying until committed
11 Months Ago
FC2 scene to prefab
11 Months Ago
disabling lightgroupattime throughout for now
11 Months Ago
Weather changes when entering the portal, getting progressively worse until you reach the end Players are only teleported once they fully cross the portal
11 Months Ago
merge from dome_diesel
11 Months Ago
2 Dome diesel spawns moved to puzzle
11 Months Ago
commit of annoying material list that keep modifying until committed
11 Months Ago
carrying on with lighting pass, fill lights for bespoke segments throughout floating city 2 added some dim fill lights to bridge prefabs to accelerate lighting throughout levels wherever they are
11 Months Ago
subtract 132375 132374
11 Months Ago
subtract 132376 merge from monument_notification_sounds
11 Months Ago
merge from monument_notification_sounds
11 Months Ago
merge from satdish_puzzle
11 Months Ago
Fixed BP fragment not spawning after being looted at satelite dish monument
11 Months Ago
Replace normal sprinkler visuals with "new" sprinkler_model in electric.sprinkler.deployed prefab
11 Months Ago
Add new sprinkler_model prefab that has two set of renderers: one for skinned meshes and one for normal renderers - reduce skinned LODs from 3-> 2 since the AnimatorLOD will turn off the renderers once they are past 25m (meaning it will switch to placeholder renderers) - reduce unskinned LODs from 4->3 since the 4th LOD was messed up (still hide after 100m)
11 Months Ago
Add SkinnedPlaceholder component that will switch between skinned & normal mesh renderers depending on the animator being active - can check animator for bool parameter and check if it's in a known inactive state - poll every 5s (configurable) to see if the animator is inactive - send event when the animator is activated from EntityFlags_Animator
11 Months Ago
More spawning
11 Months Ago
merge from modding_cui_merges -> main
11 Months Ago
Fix verticalNormalizedPosition not starting at 1 (top of screen)