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138,455 Commits over 4,505 Days - 1.28cph!

2 Years Ago
Removed ArabicSupport tool editor stuff
2 Years Ago
compile fix
2 Years Ago
added lowpoly stereo to dashboard_A
2 Years Ago
Start setting up wolf senses
2 Years Ago
Ring road enabling/disabling + min world size customisation
2 Years Ago
Bugfix: KeyBindUI once more avoids modifying original prefab name This got broken in 2018.3, about a year after our code submit. Also sneaking in depr fixing in UI/Main Menu - Replaced obsolete PrefabUtils API calls in KeyBindUI - WWW -> UnityWebRequest 10 errors to go Tests: Checked main menu news still download and dispaly. checked KeyBinds prefab doesn't get polluted with bind names and options prefabs get renamed properly
2 Years Ago
merge from hackweek_arabic (not finished yet, but merged early to avoid future merge conflict issues)
2 Years Ago
compile fix
2 Years Ago
2 Years Ago
Beginnings of the menu redesign, horizontal navigation
2 Years Ago
merge from main
2 Years Ago
Small panel indicator lights with configurable colors
2 Years Ago
Save current scene before gen takes place
2 Years Ago
Added aileron controls - arbitrary control surfaces meant this just needed to add a surface on the edge of wing with opposite rotation axes
2 Years Ago
explicit surface lift calculations replaced with processing a set of serialized surface types
2 Years Ago
Clean: Fixing depr warnings in Scripts/ConsoleCommands `objects` and `textures` vars can return 2GB+ memory size values per object now. - Application -> SceneManager - refreshRate -> Round(refrestRateRatio.value) 14 to go Tests: none, trivial changes
2 Years Ago
Deployable spot light, orientable using a hammer (like CCTV cameras)
2 Years Ago
Feedback for Spotlight
2 Years Ago
Clean: Fixing depr warnings in Scripts/ViewModel - More ParticleSystem module usage - Also removed obvious comments 19 to go - there's basically no more large groupings, so the CLs will continue to be small Tests: none, trivial changes
2 Years Ago
Clean: Fixing depr warnings in Scripts/Client - More ParticleSystem module usage - Application -> SceneManager 23 to go Tests: None, trivial changes
2 Years Ago
Clean: Fixing depr warnings in Scripts/Procedural - Removal of dead Render.mateiralType - Renderer.castShadows -> shadowCastingMode - WWW -> UnityWebRequest - Explicitly use default QueryParameters for a RaycastCommand 26 to go Tests: None, trivial changes
2 Years Ago
garage door textures @2k
2 Years Ago
removed ladder box from sphere tank interior collider
2 Years Ago
BugFix: TerrainMeta now updates Terrain Material if it's missmatching Unity's deprecation made it so that our validate-and-update logic broke with 2019.2 and it's been silently skipping it. - Removed obsolete code (it always returned MaterialType.Custom) - Updated Hapis TerrainConfig to reference Terrain.v3.Hapis material (so that new logic doesn't set the wrong material on validation) Tests: Validated that all Release worlds have matching materials as in their TerrainConfig.
2 Years Ago
made armored window's collider soft side planar
2 Years Ago
Item store view with custom header
2 Years Ago
Merge from main
2 Years Ago
Stagger wolf when damaged a lot, instead of on every head shot
2 Years Ago
disabled shadow proxies on Launch site factory prefabs, walkways prefabs converted remaining walkway prefabs to MeshLOD
2 Years Ago
Add wolf bark before coordinated attack, add proper death state
2 Years Ago
plane updates - non-control surfaces use a different lift curve - adjusted curves - mouse input for pitch/roll, keys for yaw - debug csv output for surface values against different AoA - added testing scene
2 Years Ago
nope - doesn't work
2 Years Ago
playing with shadow proxies for master house shadow flicker
2 Years Ago
fixed cctv name spelling mistake
2 Years Ago
Fairy lights: Light bulb generation tweaks Spawn a real point light at each point Minor fix on the xmas light deployer
2 Years Ago
Add wolf howl
2 Years Ago
Clean: fixing depr warnings in Scripts/Effects It's all just ParticleSystem module usage additions. 39 warnings to go. Tests: none, trivial changes
2 Years Ago
Clean: fixing depr warnings in Scripts/Game/ - SceneToPrefab - using SaveAsPrefabAsset instead of ReplacePrefab - More ClientRPC(RpcTarget) usage - More ParticleSystem module usage - CreatorGibSpawner now caches and restore entire Random state when changing seed - prefabAssetPath -> assetPath Tests: Tested SceneToPrefab workflow by building "water well" monument prefab - although it produced inconsistent diffs, original impl also did. Checked the generated prefab visually - it matched. Also walked through Unity's call tree - the controlling variables were the same. About 55 left
2 Years Ago
Fix titles for the dlc
2 Years Ago
DLC icons, colours and prefab updates
2 Years Ago
Make fsms easier to edit by exposing them on the prefab
2 Years Ago
merge from cliffs
2 Years Ago
changed minimum sizes for unique environments procmap spawns canyons 3500+ lakes 3000+ oasis 2000+
2 Years Ago
Reparent root motion SOs to baseScriptableObject to avoid duplicating them in bundles, remove unused animatorStateName
2 Years Ago
Allow fsm transitions to pass parameters to the destination state, use it to select different animations to play on wolf when hurt
2 Years Ago
hid the barrier at the gates as it often floats on some seeds
2 Years Ago
Fixed offset in vehicle mountable gizmos
2 Years Ago
radtown s2p
2 Years Ago
cleared a blocker in master house bedroom added back missing ceiling lights in off variants in storage building large detached the barriers from front gates to allow AI vehicles through cleared a wider pathway for AI vehicles to drive through town raised mud tracks slightly to cope with procmap weirdness by the roadside
2 Years Ago
Merge from main