146,803 Commits over 4,444 Days - 1.38cph!

10 Days Ago
Updated 3p sap anims
10 Days Ago
Update: Add PlayerModelBenchmarkScene.UseRandomAnims - spawns players with different model states - add a run per lod level with anims (bringing total to 12) In theory should break batching/reuse, but results are a bit too similar(editor overhead?) Tests: ran the scene
10 Days Ago
update protobufs for multiplayer support
10 Days Ago
merge from main
10 Days Ago
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10 Days Ago
updated BDU shirt fbx to fix clipping with vests. Added conditional meshes to prefabs.
10 Days Ago
preparing for multiplayer darts setup: convert darts game controller to interface, move + rename controller to singleplayer darts controller and implrement interface
10 Days Ago
Updating skinning for male underwear
10 Days Ago
Swapped the RPG viewmodel first ammo prefab so it shows the right one in the skin viewer
10 Days Ago
tweaked alpha cutouff value on industrial torch materials, remove top lod from world model (entity) and added burst cloth to lod 1 (now lod 0)
10 Days Ago
Fixed custom lighting staying enabled on top of vm lighting
10 Days Ago
Update: define player spawning via desired lod level rather than manually placing them Code lifted from editor gives results that don't land on the LOD boundary, but it still fits in the lod level. Tests: checked triangle counts for every lod level, it falls as expected for every stage
10 Days Ago
Communal areas progress and some new textures
10 Days Ago
Skin viewer refactoring, moved the input controls to UI_FullscreenSkinViewer Cleanup
10 Days Ago
merge from fix_hemp_collectable_wind -> main
10 Days Ago
update apartment_complex_monument/prototype
10 Days Ago
adjusted torch BC controller position for better rotation adjustments
10 Days Ago
merge from main -> apartment_complex_monument
10 Days Ago
Fixed missing face from Rentable Shop F exterior
10 Days Ago
cherry pick 149555 - BC simulation frame delta fixes
10 Days Ago
m16a2 textures update
10 Days Ago
BC pass on the industrial torch VM
10 Days Ago
Bugfix: convert bench durations from 120frames to 1s Seems to accumulate more data from ProfilingRecorders, but it's sample count doesn't follow linear extrapolation. Weird. Tests: ran the bench scene
10 Days Ago
10 Days Ago
SetupPass: supply global_MainLightingAtten for particle/billboard shading
10 Days Ago
Merge from parent
10 Days Ago
Merge fixes
10 Days Ago
Cleanup Make sure its explicitly named/works with only parents Parenting doesnt allow to mountables all the time so going down a pure parenting route catches the cases we need
10 Days Ago
Merge from main
10 Days Ago
edited 3p jump anims
10 Days Ago
Update: rename Perf.PlayerModel scene into PlayerModelBenchmark - Purged it of original setup, instead controlled by a script New bench script spawns 100 nakeds at various LOD levels and measures rendering stats Tests: ran benchmark scene
10 Days Ago
Fix broken meta file for blue noise 64px, 38
10 Days Ago
Merge from main
10 Days Ago
Merge from main
10 Days Ago
Merge from ioeditor_fix
10 Days Ago
Fix IO editor GUI consuming all input in Unity 6 Fixes not being able to use right-click to move camera in scene view whilst this GUI is active
10 Days Ago
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10 Days Ago
Static mannequin work - LOD3 redo, LOD3 bake and material, cleanup, renamed store mannequin material to be clearer
10 Days Ago
merge from main
10 Days Ago
fixed auto turret gibs not inherting skinned material
10 Days Ago
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10 Days Ago
merge from main
10 Days Ago
merge from main
10 Days Ago
merge from main
10 Days Ago
Update: format output by recoder's unit type - updated recorder's idents to for easier parsing - skip recorders that didn't accumulate any data Tests: ran the scene in editor
10 Days Ago
Redo changes from 152372 disabling automatic lightmap baking on powerplant and sphere_tank scenes
10 Days Ago
merge from industrial_dlc
10 Days Ago
merge from main
10 Days Ago
merge from /unity_6.3.15/ddraw_text_color_fix