141,465 Commits over 4,383 Days - 1.34cph!

10 Years Ago
Fixed Rust/SeparableBlur
10 Years Ago
Coarse slope blur all channels for now
10 Years Ago
Cave jumping puzzles prefabs Updated caves prefabs with terrain triggers/ambient volumes/sound reverbs
10 Years Ago
Convex hulls models for prevent building volumes Setup & prefab update
10 Years Ago
tweaks
10 Years Ago
painstakingly moving decals into my prefabs without gizmos :'((((
10 Years Ago
Sticky gizmos for deferred decals
10 Years Ago
Added log when server is fully started
10 Years Ago
leftover test stuff
10 Years Ago
10 Years Ago
bucket lift shaft greybox caves temporary colliders prefabs update/ backup
10 Years Ago
Fixed lighthouse vertical spawn position.
10 Years Ago
Packed terrain coarse height & slope back together; made it quarter res again, compensated in foliage shader Added dynamic visibility mask to water system Added water visiblity trigger; modified WaterLevel to allow collision toggle Added default lake material Updated water prefab: moved water comp to root, other changes/cleanups
10 Years Ago
Optimized terrain carving triggers (better projectile and player culling performance)
10 Years Ago
Mergy Mergy
10 Years Ago
progress backup
10 Years Ago
Added horse riding
10 Years Ago
better pivots placements for most caves, re-arranged prefabs, aligned exits verts in all rooms
10 Years Ago
Fixed server compile
10 Years Ago
Merge from main
10 Years Ago
progress cave_small_easy
10 Years Ago
missing files
10 Years Ago
Refactor waterEx to better accomodate vis trigger changes Updated water prefab Updated hapis waterEx config
10 Years Ago
Comment cleanup
10 Years Ago
Merge from water-vis-trigger
10 Years Ago
tweaked iron sights on a bunch of weapons
10 Years Ago
Merged water visibility triggers
10 Years Ago
Fixed not gathering river colliders
10 Years Ago
Cherry picked water collider gathering fix
10 Years Ago
Fixed AMD R9 water darkening half screen in DX9
10 Years Ago
Fixed tree whiteness caused by homogeneous specular on material; now saturates properly Rust/speedtree shaders: optimized by adding extra keyword to skip spec map in rust/speedtree shaders; assumed black (no spec, no transmission) if missing Rust/speedtree shaders: changed spec rgb to mono specularity; now R channel in spec trans map Added keywordutil
10 Years Ago
Wetter shore wetness
10 Years Ago
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10 Years Ago
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10 Years Ago
Added tint to water caustics
10 Years Ago
merge from main
10 Years Ago
Updating sewer and tunnels, military tunnels, mine tunnels with Environment volumes and Water volumes where necessary
10 Years Ago
Scene2Prefab dungeons
10 Years Ago
backup cave dressing
10 Years Ago
Added water visibility volumes to natural cave blocks
10 Years Ago
Game manager no longer sets the game object name when taking from a pool (performance) Optimized some LOD grid code (for the most part pointless, but slightly faster and better for profiling) Added additional profiling to LOD, pooling and mesh batching code
10 Years Ago
Added refresh_stability debug console command
10 Years Ago
Removed OnEnable hack from EntityFlag_Toggle (no longer slows down entity instantiates) Fixed OnSendNetworkUpdate not being called in SendNetworkUpdateImmediate Fixed OnPostNetworkUpdate not being called immediately when receiving a new entity
10 Years Ago
Added zombies
10 Years Ago
Prefab pool no longer hashes twice when looking up a prefab (pretty irrelevant since the key is an integer)
10 Years Ago
Eliminated needless string reallocation from GameManager.Instantiate (relevant when streaming in thousands of entities)
10 Years Ago
Updated BuildingTest.sav (now also contains building stability)
10 Years Ago
Optimized BaseEntityChild.Setup
10 Years Ago
Stone gate gibs are no longer the incorrect wood gate ones
10 Years Ago
Network++