137,952 Commits over 4,474 Days - 1.28cph!

10 Months Ago
Merge from boat_building
10 Months Ago
Added a list of prefabs for islands and cities instead of using paths
10 Months Ago
Merge from parent
10 Months Ago
Codegen
10 Months Ago
Fixed project opening in safe mode: Deleted code in ResetStaticFields.cs to enable codegen. Ran codegen.
10 Months Ago
merge from naval_update
10 Months Ago
Phrases update
10 Months Ago
Compile fix
10 Months Ago
Fixed phrase conflict in PickupErrors
10 Months Ago
Merge from main. (taking oilrig changes from main)
10 Months Ago
naval_update -> naval_update/gun_turret
10 Months Ago
Merge from monument_notification_sounds
10 Months Ago
Increment network protocol for new RPC's
10 Months Ago
Bug fix for a selection of player update animations
10 Months Ago
Merge: from main
10 Months Ago
Restore changes
10 Months Ago
Merge from main
10 Months Ago
commit of annoying material list that keep modifying until committed
10 Months Ago
FC2 scene to prefab
10 Months Ago
disabling lightgroupattime throughout for now
10 Months 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
10 Months Ago
merge from dome_diesel
10 Months Ago
2 Dome diesel spawns moved to puzzle
10 Months Ago
commit of annoying material list that keep modifying until committed
10 Months 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
10 Months Ago
subtract 132375 132374
10 Months Ago
subtract 132376 merge from monument_notification_sounds
10 Months Ago
merge from monument_notification_sounds
10 Months Ago
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10 Months Ago
merge from satdish_puzzle
10 Months Ago
Fixed BP fragment not spawning after being looted at satelite dish monument
10 Months Ago
Replace normal sprinkler visuals with "new" sprinkler_model in electric.sprinkler.deployed prefab
10 Months 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)
10 Months 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
10 Months Ago
More spawning
10 Months Ago
merge from modding_cui_merges -> main
10 Months Ago
Fix verticalNormalizedPosition not starting at 1 (top of screen)
10 Months Ago
- fix pivot missing from normal UI elements - fix rotation missing from ScrollRect
10 Months Ago
Make new empty methods for oxide to hook, original ones got deleted when fighting with codegen
10 Months Ago
merge from main -> modding_cui_merges
10 Months Ago
merge from optimize_windows_console -> main - fix colored text being logged on main thread instead of queued to console thread
10 Months Ago
merge from fix_puzzle_reset_analytics -> main
10 Months Ago
Fix puzzle analytics having "Submit()" commented out. whoops
10 Months Ago
Spawning
10 Months 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)
10 Months Ago
merge from main -> test_effect_quality
10 Months Ago
Codegen
10 Months 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
10 Months Ago
Finalized sculpt
10 Months Ago
Fix nothing actually rendering with new Graphics.DrawMeshInstancedIndirect based draw call submission