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137,236 Commits over 4,474 Days - 1.28cph!

1 Year Ago
Implement PR #56 for community UI - countdown component improvements Minor changes made to PR for improved backwards compatibility and formatting Also improved the Load Custom UI editor button to automatically open the tests folder
1 Year Ago
Push force damage can be adjusted via trainDamagePerMPS
1 Year Ago
- Include the double cover barricade as well - New barricade damage effect for the thinner barriers - Fixed some barrier positions not working correctly - Using some more component interfaces - Don't damage barricade anymore if train turns off
1 Year Ago
Fixed misconfigured roll bones on player model Adjusted aim spine v2 settings on lr300 Adjusted spine look at weights on player model for less leaning, rely more on the head for movement
1 Year Ago
Unsaved changes
1 Year Ago
Tuned motorbike headlights.
1 Year Ago
Allow trains to smash through deployed cover barricades
1 Year Ago
Radtown S2P
1 Year Ago
Added a TOD toggle on electrical lighting. Fixed faulty street light bounce.
2 Years Ago
Added mid skin materials Added mid head variation Added EyeAO materials
2 Years Ago
More hill cliff progress / improved cliff shapes / scaled cliffs down
2 Years Ago
Added variable relief sample count based on shader quality level
2 Years Ago
Fixed disp/height map detection in material inspector
2 Years Ago
Codegen
2 Years Ago
Optimize entity menu codegen to reduce memory usage * Replace the per-option GameMenu.Option field (120 bytes) with just the action caches (8-24 bytes) * Cache the phrases instead of allocating every time they can display
2 Years Ago
wire material setup and thickness
2 Years Ago
tincanwire mat and materials (need to work out uvs)
2 Years Ago
Radtown S2P
2 Years Ago
Merge from main
2 Years Ago
Various lighting related prefab stuff. Road cone transmission texture.
2 Years Ago
Finalized with everything relevant moved to volume triggers. + Atmosphere zones and FX.
2 Years Ago
Add some structure to wolf behaviour code
2 Years Ago
Wire deployable on the Deployed layers
2 Years Ago
Tin can alarm deployable anywhere in monuments Removed collisions with players
2 Years Ago
viewmodel update - removed previous mesh from prefab, set up initial viewmodel renderer settings, tweaks to burstcloth setup & added more constraints
2 Years Ago
Tin can alarm art implemented
2 Years Ago
deploy model for tin can alarm
2 Years Ago
split off cans with their own pivot
2 Years Ago
Merge from main
2 Years Ago
Added tools and helper boxes in material inspector to make relief map generation easy and intuitive
2 Years Ago
tin can alarm art, lods, gibs, art prefab setup
2 Years Ago
Seperated parenting volumes for above and below
2 Years Ago
exported/set up dpv anims and added to dpv blendtree playeranimation.controller
2 Years Ago
Tin can alarm deployable in monuments (in terrain only for now) Adjusted deploy volume and colliders
2 Years Ago
merge from main
2 Years Ago
Update: Constraining Pool.Free - Step 2 * Adding collection-related FreeUnmanaged overloads for all existing collection-related Free overloads * Putting IPooled constraint on almost-all collection-related Free overloads (skipping List - that'll be next chonky CL) * Changed StreamBuffer overload to be a FreeUnmanaged overload Tests: built all targets in unity
2 Years Ago
Merge main
2 Years Ago
Lowered vehicle parenting volume
2 Years Ago
merge from Blend4Way double sided
2 Years Ago
Added "Double Sided" option to standard-spec, blend4way and blend4way-spec
2 Years Ago
rock formation prefabs (sea) radius and fade improvements
2 Years Ago
New: Adding Facepunch.Tests assembly for unit testing Facepunch libs, with ListExtension tests Motivation: when working on core libraries we gotta have confidence that we won't bork something somewhere by changing core algos&utils. With this test assembly, we have a common place to document behavior of Facepunch lib before we go modify it. Added 64 test cases for ListExtension changes (I couldn't reliably confirm in 3p multiplayer session). Test assembly configured in lean fashion. Tests: built all targets in editor. Ran all existing tests, including new ones being submitted. Observed ~10 failures in NavMesh and TextMeshPro, but new tests pass.
2 Years Ago
Trees now trigger OnPhysicsNeighbourChanged when falling down, cutting any attached tin can alarm wire
2 Years Ago
Wire deployable on trees Minor placement fixes Cleanup
2 Years Ago
weekly skins materials
2 Years Ago
Models and materials folders
2 Years Ago
propagated the latest changes into procmap stack
2 Years Ago
Commit missing change from private to public
2 Years Ago
Fixed player being left holding cards if they get kicked from a card table during a game for being idle for too long, at the same moment as an earlier player also gets kicked for being idle
2 Years Ago
Added first pass win and lose anims - currently not hooked up to minigame