userlamalovecancel

2,383 Commits over 2,649 Days - 0.04cph!

11 Months Ago
Add a hash of the map URL to the map download cache file name to prevent file name collisions Delete cached map and redownload when the version or checksum doesn't match what was expecfed
11 Months Ago
Flag when textures are using an uncompressed format in the texture import analyzer tool
11 Months Ago
Set a purchase limit for general tab items so multiple cannot be purchased
11 Months Ago
Start and end game phase on the timeline based on when you're in a server or not
11 Months Ago
Merge from main
11 Months Ago
Maybe more reliable code to prevent items in the general tab from being purchased multiple times
11 Months Ago
Fix custom map markers not falling back to world prefab category after HierarchyUril removal
11 Months Ago
Run scene2prefab (skip hlod)
11 Months Ago
SceneToPrefab flattening bug fixes * Don't flatten UI objects * Don't flatten anything under AIInformationZone
11 Months Ago
Stop preprocessing wearables with rig stripping enabled because it breaks the workshop icon generation
11 Months Ago
Fix bug in new implementation of Parallel.Call that caused the terrain accordion incident
11 Months Ago
Subtract 127690 - get rid of the custom Parallel class
11 Months Ago
Preserve scale from blackjack screen prefabs so they don't spawn in huge
12 Months Ago
Fix attack heli flares and blackjack screens incorrectly using instantiate instead of GameManager CreatePrefab
12 Months Ago
Merge from s2p_flatten
12 Months Ago
Run scene2prefab (skip HLOD)
12 Months Ago
Fix train tunnel entrances not linking up properly
12 Months Ago
Fix objects flagged as not allowing flattening being deleted when a parent is deleted
12 Months Ago
Run scene2prefab (skip HLOD)
12 Months Ago
Never skip checking objects for references or we'll delete things we need
12 Months Ago
Disable flattening on a few more components Remove duplicated DungeonGridLink in entrance_ferry_terminal
12 Months Ago
Merge from s2p_flatten
12 Months Ago
Run scene2prefab (skip HLOD)
12 Months Ago
Merge from main
12 Months Ago
Remove redundant DungeonGridInfo component from ferry terminal train tunnel entrance
12 Months Ago
Handle references to any component instead of just transforms, just to be safe Fix DungeonGridInfo NRE because DungeonVolume is no longer a child after flattening Fix animators breaking after S2P flattening
12 Months Ago
Merge from main
12 Months Ago
Merge from remove_hierarchyutil
12 Months Ago
Merge from main
12 Months Ago
Allow nexus.redirect with port <= 0 to infer the port from an SRV record (or default port)
1 Year Ago
Fix layer of hexagon tile collider
1 Year Ago
Fix ChocolateEgg_COL and snow_pile_3x6_LOD2 not having read/write enabled
1 Year Ago
Fix hexagon tiles using LOD0 mesh as their collider Mark LOD3 as read/write enabled
1 Year Ago
Add some more null checks to BikeVehicleAudio
1 Year Ago
Fix range_terrain_slope collider missing read/write
1 Year Ago
Fix bank vault missing read/write on colliders (LOD3 meshes)
1 Year Ago
Fix prefabs in assets/scenes/release and assets/scripts not packed for custom maps to use
1 Year Ago
Mark coat_hanger collision meshes as read/write
1 Year Ago
Make ReportPlayer and ReportBug prefab paths lowercase to avoid transforming it at runtime
1 Year Ago
Enable read/write on backdrop and road_tunnel meshes
1 Year Ago
Don't allow unloading the props asset scenes used by custom maps because some prefabs are needed at runtime via WorldGrid
1 Year Ago
Wait for the map file to finish uploading before allowing players to connect to the server Before this players who connect in the first moments of the server opening would need to generate the map, so they'd load in a lot slower even though they were first to connect
1 Year Ago
More FoliageGrid null checks to try and fix errors on disconnect
1 Year Ago
Replace our custom Parallel.For and Parallel.ForEach with the standard .NET one Also replace BeginInvoke usages with Task.Run so we don't run into that compatibility problem when Unity upgrades .NET in 5 years Mark ParallelEx.Coroutine as obsolete because it has more overhead vs. using Task.Run inline
1 Year Ago
Merge from more_worldgrid
1 Year Ago
Additional pooling fix for BiomeVisuals to use the default selection from the prefab when in unhandled biomes (jungle)
1 Year Ago
Merge from main
1 Year Ago
Use SetPositionAndRotation when taking a prefab from a pool
1 Year Ago
Merge from more_worldgrid
1 Year Ago
Mark some of the smaller world decor prefabs as poolable so they go into WorldGrid instead of immediately spawning all when loading the map