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116,225 Commits over 3,987 Days - 1.21cph!

11 Months Ago
Merge from main/Workshop Normal Map Fix
11 Months Ago
Further changes to 'WhatUsesThis'
11 Months Ago
Updates to WorkshopItemEditor, removed debug code
11 Months Ago
player update. setting up 3p m39 rifle anim set
11 Months Ago
removed old mesh setup from v_sks.viewmodel prefab
11 Months Ago
viewmodel updates - material fix on prefab - added bullet mesh, textures & mat, added as child of mag - attachment tweaks
11 Months Ago
Undoing unwanted changes to materials
11 Months Ago
Player update. 3p semi auto rifle anim set exported/setup
11 Months Ago
Adding missing shaders
11 Months Ago
Update wire parented positions only when the parent entity is busy (door opening/closing)
11 Months Ago
merge from ScaleBySpeed_server_optimisation
11 Months Ago
merge from fix_horse_bullet_penetration
11 Months Ago
merge from fix_steam_nickname_slow_refresh
11 Months Ago
merge from viewmodelrenderers
11 Months Ago
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11 Months Ago
Subtracting 96103
11 Months Ago
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11 Months Ago
Updated changes to normal map fix
11 Months Ago
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11 Months Ago
Auto pair when deployed, if you have code lock access
11 Months Ago
New version of normal map fix
11 Months Ago
merge from nexus
11 Months Ago
merge from tutorial_menu_improvements
11 Months Ago
merge from fix_demo_disk_quota
11 Months Ago
merge from industrial_conveyor_quickmove
11 Months Ago
merge from dismount_netting_fix
11 Months Ago
Added a new QuickMove path for Industrial conveyors, bypasses having to create a SplitItem (and the associated GC) Should also reduce general item churn issues as the most common conveyor scenario (moving some items from one stack to another) will no longer involve making a new item Should be no gameplay difference
11 Months Ago
Added a metal detector mission objective
11 Months Ago
Added hinges to the van doors
11 Months Ago
Merge from explosions
11 Months Ago
Both flamethrowers with viewmodelrenderers and effect parents setup
11 Months Ago
Match import fbx offsets exactly
11 Months Ago
First pass on dedicated vm animator handling script for sks Uses new IViewmodelComponent interface, will probably come in handy in the future
11 Months Ago
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11 Months Ago
Marked ScaleBySpeed as IClientComponent, fixes it running pointlessly on the server as it's only used for visual effects (0.15ms a frame in recent profiler snapshot!) Cleaned up RealmedRemove components on SImpleShark and boogieboard.deployed, all other instances of ScaleBySpeed were correctly being removed on the server Marked TriggerPlayerTimer as IServerComponent, it's only used on the boogie board server side
11 Months Ago
Properly aligned sharp coastal cliffs Medium cliff variant test
11 Months Ago
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11 Months Ago
Merge from mission_improvements_may_24
11 Months Ago
Fixed escape key not working anywhere
11 Months Ago
viewmodel updates inc bolt states & triggers
11 Months Ago
- Rearranged and updated prefabs, separated meshes and made doors separate, updated LODs and colliders
11 Months Ago
viewmodel updates
11 Months Ago
Switch asset warmup to use the existing Timing class Hook Timing events and send to Azure inside performance analytics (so we can assossiate load times -> hardware)
11 Months Ago
Merge from unity_2022.3.24
11 Months Ago
Merge from main
11 Months Ago
Fixed a bunch of places in PlayerWalkMovement setting Rigidbody.velocity without checking isKinematic
11 Months Ago
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11 Months Ago
More fucking around with Unity.AI.Navigation
11 Months Ago
Analytics for asset warmup & prefab warmup
11 Months Ago
Maybe fix hostile UI sometimes not showing if you're inside a safe zone