135,993 Commits over 4,444 Days - 1.28cph!

6 Years Ago
Remove the extra loop to find the appropriate mesh override at runtime, instead make an override for every mesh if an override file has been created
6 Years Ago
Pause auto transform syncing while generating gibs Add overrides for twig foundation and floor Fixed not being able to make a new override on child entities of a prefab Manifest
6 Years Ago
Fix demo browser scrolling
6 Years Ago
Custom loot panel for deposit/payout
6 Years Ago
Use Decay as the damage type for collision damage so that lastAttackedTime isn't set
6 Years Ago
Scale chassis propagation damage total with module count
6 Years Ago
Propagate chassis hits to damage attached modules
6 Years Ago
Merge from main
6 Years Ago
Merge from gib_pool/scriptableobjects
6 Years Ago
Add mouse-base car steering while holding Crouch. Not very good for general use - intended to be used for making smooth-looking cinematics.
6 Years Ago
Open loot panel on deposit
6 Years Ago
Spawn storage container as sub entity to hold lootable deposit and payout
6 Years Ago
Add deposit and spin menu items to slot machine
6 Years Ago
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6 Years Ago
files backup
6 Years Ago
bandit town scene2prefab
6 Years Ago
Scrap heli wreck files/prefab
6 Years Ago
phrases
6 Years Ago
ParticleSystemIK update
6 Years Ago
New tests, updated culling job
6 Years Ago
Move carwrecks var
6 Years Ago
Added 'carwrecks' var. Setting to false makes modular cars gib right away, bypassing the "wrecked" state.
6 Years Ago
LODs for the new models, updated airwolf prefab
6 Years Ago
Skin bundles
6 Years Ago
Merge from main
6 Years Ago
Cherry picking 52019
6 Years Ago
Added "debug.debugcamera_targetprint" to print out the name of the entity the debug camera is currently parented to
6 Years Ago
Merge CarLocks -> Main. Locks can now be added to modular cars at a vehicle lift. Protocol++.
6 Years Ago
Minor text edit
6 Years Ago
Twig wall override
6 Years Ago
- Destroy locks no matter what when car is fully destroyed. - Updated tooltip. - Don't show module health anymore on wrecks.
6 Years Ago
Try converting gib override list into a scriptable object instead
6 Years Ago
Rename some methods
6 Years Ago
Allow destroying car lock if health is <= 15%
6 Years Ago
WIP converting Gibbable to a PrefabAttribute
6 Years Ago
Apply physics mesh
6 Years Ago
Fix compile error
6 Years Ago
Code review changes: Removed physics mesh workaround from diogo (no longer needed) Disable all colliders when pooling a gib Just disable random variation when benchmarking
6 Years Ago
Car and door keys now act like notes, so users can add custom text info to each key
6 Years Ago
Show key ID in the inventory UI - works for both car and door keys. Makes it easier to see which keys are for what. Show the matching lock ID in the vehicle lift UI as well.
6 Years Ago
Locks
6 Years Ago
Slightly increased blocker, combiner, branch, memorycell and rand switch culling distance
6 Years Ago
Merge Thai's boat fixes from Vehicles ->Main: "fixed boat mesh (holes) and collider"
6 Years Ago
Merge Thai's boat fixes from Vehicles ->Main: "fixed boat mesh (holes) and collider"
6 Years Ago
WIP, all done except the method of breaking locks "in the field". Protocol++
6 Years Ago
Use a pooled list in WakeRigidbodies on ModularCarGarage, use ToBaseEntity instead of getting component
6 Years Ago
Particle scene
6 Years Ago
Remove car lock if all driver seats are removed
6 Years Ago
Fix car lift UI item selection
6 Years Ago
Show info on modules being locked if the player doesn't have a key