127,456 Commits over 4,201 Days - 1.26cph!

3 Days Ago
Codegen
3 Days Ago
Fixed project opening in safe mode: Deleted code in ResetStaticFields.cs to enable codegen. Ran codegen.
3 Days Ago
merge from naval_update
3 Days Ago
Phrases update
3 Days Ago
Compile fix
3 Days Ago
Fixed phrase conflict in PickupErrors
3 Days Ago
Merge from main. (taking oilrig changes from main)
3 Days Ago
naval_update -> naval_update/gun_turret
3 Days Ago
Merge from monument_notification_sounds
3 Days Ago
Increment network protocol for new RPC's
3 Days Ago
Bug fix for a selection of player update animations
3 Days Ago
Merge: from main
3 Days Ago
Restore changes
3 Days Ago
Merge from main
3 Days Ago
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3 Days Ago
commit of annoying material list that keep modifying until committed
3 Days Ago
FC2 scene to prefab
3 Days Ago
disabling lightgroupattime throughout for now
3 Days Ago
Weather changes when entering the portal, getting progressively worse until you reach the end Players are only teleported once they fully cross the portal
3 Days Ago
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3 Days Ago
merge from dome_diesel
3 Days Ago
2 Dome diesel spawns moved to puzzle
3 Days Ago
commit of annoying material list that keep modifying until committed
3 Days Ago
carrying on with lighting pass, fill lights for bespoke segments throughout floating city 2 added some dim fill lights to bridge prefabs to accelerate lighting throughout levels wherever they are
3 Days Ago
subtract 132375 132374
3 Days Ago
subtract 132376 merge from monument_notification_sounds
3 Days Ago
merge from monument_notification_sounds
3 Days Ago
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3 Days Ago
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3 Days Ago
merge from satdish_puzzle
3 Days Ago
Fixed BP fragment not spawning after being looted at satelite dish monument
3 Days Ago
Replace normal sprinkler visuals with "new" sprinkler_model in electric.sprinkler.deployed prefab
3 Days Ago
Add new sprinkler_model prefab that has two set of renderers: one for skinned meshes and one for normal renderers - reduce skinned LODs from 3-> 2 since the AnimatorLOD will turn off the renderers once they are past 25m (meaning it will switch to placeholder renderers) - reduce unskinned LODs from 4->3 since the 4th LOD was messed up (still hide after 100m)
3 Days Ago
Add SkinnedPlaceholder component that will switch between skinned & normal mesh renderers depending on the animator being active - can check animator for bool parameter and check if it's in a known inactive state - poll every 5s (configurable) to see if the animator is inactive - send event when the animator is activated from EntityFlags_Animator
3 Days Ago
More spawning
3 Days Ago
merge from modding_cui_merges -> main
3 Days Ago
Fix verticalNormalizedPosition not starting at 1 (top of screen)
3 Days Ago
- fix pivot missing from normal UI elements - fix rotation missing from ScrollRect
3 Days Ago
Make new empty methods for oxide to hook, original ones got deleted when fighting with codegen
3 Days Ago
merge from main -> modding_cui_merges
3 Days Ago
merge from optimize_windows_console -> main - fix colored text being logged on main thread instead of queued to console thread
3 Days Ago
merge from fix_puzzle_reset_analytics -> main
3 Days Ago
Fix puzzle analytics having "Submit()" commented out. whoops
3 Days Ago
Spawning
3 Days Ago
Switch the default limitBias of the effect mipmap group from +1 -> +0 to rule out the mipmap from being stripped out at build time (even though the setting is disabled, who knows)
3 Days Ago
merge from main -> test_effect_quality
3 Days Ago
Codegen
3 Days Ago
Fix showing "Died to KillerName" with random death reason when joining a server at the start of a wipe - caused by lifestory being persisted from a previous wipe in the death database - include wipeId inside the LifeStory protobuf and invalidate the lifestory when loading if the wipe id doesn't match