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126,660 Commits over 4,109 Days - 1.28cph!

2 Years Ago
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2 Years Ago
merge from main
2 Years Ago
Updated all scientist AI designs to now have a % chance per tick of continuing to move to chase position in Chase state when the player is LOS, instead of just stopping when LOS and switching to combat state. Scientists now also run attack tick in chase state.
2 Years Ago
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2 Years Ago
Updated scientist AI designs to enter combat state not takecover when initially attacked
2 Years Ago
InstancedRenderer will take into account if the mesh wants to recieve shadows, cast shadows & light probe usage Shadows moved from MeshRenderer -> DrawMeshInstancedIndirect()
2 Years Ago
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2 Years Ago
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2 Years Ago
merge form main
2 Years Ago
merge from building_skins_3
2 Years Ago
enabled forceVisible flag on SC skin RendererLODs Added rendererbatch components where it made sense
2 Years Ago
Added LODComponent.OccludeeParameters.ForceVisible to disable occlusion culling entirely for a renderer
2 Years Ago
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2 Years Ago
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2 Years Ago
merge from main
2 Years Ago
merge from building_skins_3
2 Years Ago
merge from cover_merge: Scientists now sometimes turn and run to cover instead of retreating slowly backwards. More likely if low on health or ammo. Fixed bug with scientists shooting when not facing towards their target. Fixed combat action timer not resetting and slightly reduce the time between actions.
2 Years Ago
disable some wip flank code
2 Years Ago
Industrial static doors - colour variants + glass
2 Years Ago
wip cherrypick/merge
2 Years Ago
Merge from RagdollRewrite2
2 Years Ago
Merge Main ->Tugboat
2 Years Ago
Added a curve to the water mask plane
2 Years Ago
Adjusted water mask
2 Years Ago
Made and applied a custom water mask plane mesh for tugboat. Adjusted parent trigger import settings.
2 Years Ago
Minor prefab edit
2 Years Ago
Fixed tugboat z-fighting due to mesh compression
2 Years Ago
New custom parent trigger collider mesh for tugboat
2 Years Ago
Adjust tugboat colliders to allow for smoother movement around the boat. Adjusted the actual model a little to remove the second floor overhang, as it was obstructing movement into the cabin.
2 Years Ago
Merge from ferry_terminal
2 Years Ago
MonumentIsland test scene using ferry terminal
2 Years Ago
S2P terminal for testing
2 Years Ago
Updated mlrs_static prefab with mesh collider (may require tweaking)
2 Years Ago
Tugboat convex railing colliders done
2 Years Ago
New 3D model variant for tugboat with less railings
2 Years Ago
Give players a little more collision room on the lower deck
2 Years Ago
Fixed missing lower floor collider
2 Years Ago
Complete convex collider setup for tugboat, apart from railings. Uses Vehicle Large layer.
2 Years Ago
Viewmodel on/off function
2 Years Ago
New flare FX & related files. Torch texture size optimization Glass material tweaks
2 Years Ago
Fixed ragdolls still sinking into vehicles a bit as the vehicle moved (most visible via scrap heli ascending with ragdoll in the back). Was caused by still have rigidbody interpolation on on the ragdoll when doing server-side simulation, which was giving it a slight delay.
2 Years Ago
Fix build settings
2 Years Ago
Revert accidental TriggerParent change
2 Years Ago
Removed DoMovingWithoutARigidBodyCheck method from BaseEntity.Server. This was unused and hasn't been an issue since Unity 5.
2 Years Ago
Match corpse position sync parameters to vehicle position sync parameters. Keeps corpse world position properly in sync when on a moving vehicle. Since limb positions are local, we can get away with updating them less often - keeping the base position accurately in sync is enough.
2 Years Ago
Reworked inner bulb and outer glass with new shader features
2 Years Ago
Show details for nexus when clicking on one in the server browser
2 Years Ago
Added fresnel-style emission fade option to "Rust/Standard"
2 Years Ago
Fix unity_WorldToObject being incorrect inverse of unity_ObjectToWorld via a diogo code snippet Shadows now work