159,292 Commits over 4,566 Days - 1.45cph!

2 Years Ago
Polish to catapult art. Added decal renderer to catapult prefab.
2 Years Ago
HCR viewmodel anim updates
2 Years Ago
corrected body used by horse for towing and some hitch->tow renaming
2 Years Ago
Complete/fail setup
2 Years Ago
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2 Years Ago
Initial scene setup
2 Years Ago
merge from main
2 Years Ago
Experimental changes to horses, trying to improve the gamefeel - Added subtle neck movement in the direction you're heading - Increased turning speed - Reduced stopping time, pressing backward at full speed will now trigger the stand anim and slide
2 Years Ago
Start/stop basics
2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
separation of towing (renamed from hitching) into its own class, exposing an interface for things that want to tow or be towed (shared interface, the joint goes both ways)
2 Years Ago
QteEntity, QteSnake and TriggerQTE basics.
2 Years Ago
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2 Years Ago
Added snake model to entity
2 Years Ago
Initial files/prefab/folders
2 Years Ago
Merge from main
2 Years Ago
2 Years Ago
small caves rocks dressing
2 Years Ago
medium caves rocks dressing
2 Years Ago
Allow surrender gesture when ducking
2 Years Ago
merge from /world_update_2/flashlightfixes/fulloverhaul/
2 Years Ago
merge from travelling_vendor_fixes_2
2 Years Ago
merge from patrol_heli_crash_filters
2 Years Ago
merge from radioactive_water_buff
2 Years Ago
large caves rocks dressing
2 Years Ago
update to mil tunnel rocks prefab, some terrain tweaks to go along
2 Years Ago
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2 Years Ago
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2 Years Ago
Some folder restructuring now that we have actual assets
2 Years Ago
Reapply animator changes
2 Years Ago
Merge from main (stomp PlayerAnimation, will need to redo changes)
2 Years Ago
Proof of concept for using AsyncGPUReadback to get the mesh data from the GPU even if it's been marked as non r/w Only grabs vertices for now
2 Years Ago
Adjusted RendererBatch inspector to more accurately recommend fixes (eg. LOD0 and LOD1 are incompatible but LOD2 is batchable, now shows all issues and a buton mark the mesh as r/w) Updated the scene wide fixers to mark a mesh as r/w if at least one mesh in a LOD hierarchy is compatible with batching Reran the automated updater, gixed a further 62 items This brings the batches in radtown to around 2300, a saving of around 700
2 Years Ago
Slight value tweaks
2 Years Ago
Greatly buffed rad amount from sprinklers by over 70% This makes it high enough to lightly affect full kits
2 Years Ago
Buffed the amount of rads given by splashes of radioactive water by 40%
2 Years Ago
Prevent Bunker Entrances being valid targets for heli crash
2 Years Ago
Fix taking radiation damage from certain combinations of clothes despite having 10 radiation protection - round radiation on server to nearest whole number
2 Years Ago
Added a warning to the RendererBatch component if a mesh has been assigned that is not compatible with renderer batching Checks for submeshes, vert counts and r/w status Added a tool in "Tools/Optimize/Find RendererBatch not marked read write/Fix" that will enable r/w on any models in the scene that are otherwise compatible with batching Ran this on radtown, picked up 177 objects S2P radtown
2 Years Ago
Fix crafting queue getting stuck at 0 seconds and wrong item when reordering crafting queue and cancelling items
2 Years Ago
Fix water jug & bucket dumping water if you leave water while holding right click to fill them
2 Years Ago
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2 Years Ago
Merge from main
2 Years Ago
- Add a boolean to monuments allowing manual control of if heli should crash there or not - Ensure patrol heli respects the filter
2 Years Ago
merge from wallpaper
2 Years Ago
merge from stables_npc_fix
2 Years Ago
Fix NRE happening on TravellingVendor::IgnorePlayer
2 Years Ago
Wrap spawn logs in UNITY_EDITOR checks