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113,174 Commits over 3,959 Days - 1.19cph!

10 Months Ago
progress
10 Months Ago
Add LOD fading integration
10 Months Ago
Added SSS support - doesn't pass through to deferred stage but compiles
11 Months Ago
Add `ui_pool_max_list_size` convar to fix UI instantiation lag until unity 2022 Set default max list size to 1,000 Don't pool any lists > 1k
11 Months Ago
minigun spin + gunshot sound WIP
11 Months Ago
Running all speed tree animation off of one clock with various sub-element oscilations now calculated in shader, to make support for motion vectors easier. More work needed to see if this isn't duplicating effort.
11 Months Ago
Fixed Fluid Switch Pump being unwirable
11 Months Ago
Screen content iteration. Oscilloscope.
11 Months Ago
Fixed incorrect terrain height in harbor 1
11 Months Ago
Reserialized materials
11 Months Ago
Re-add text null check
11 Months Ago
Subtract broken prefab
11 Months Ago
Re-enable tooltip text for single vendor names
11 Months Ago
Replaced old cranes in harbor_2 Replaced old portacabin meshes in both harbors Added doors to all portacabins in harbor_2 Fixed missing ladder trigger in harbor_2 Moved one of the light switches to the rooftop in harbor_1
11 Months Ago
Merge from bradley_scientists
11 Months Ago
Updated stationary scientist AI design. Switch scientists to stationary AI design instead of immediately killing them if the Bradley gets destroyed.
11 Months Ago
Fix nexus map not appearing until you close and reopen it
11 Months Ago
player update. p17, glock and m92 pistols entities and override controllers updated to use new pistol anim set
11 Months Ago
Change the zone details on nexus map to use flex layout Use a separate prefab for the zone labels on the details panel vs. the map markers
11 Months Ago
Merge from main -> 2022_3_20f1
11 Months Ago
Stationary design update
11 Months Ago
Added support for LOD cross fade
11 Months Ago
Added a stationary AI design and fille. Updated Bradley scientist prefabs to reference it as an additional design.
11 Months Ago
Fixed a bunch of naming inconsistencies across IO entity handles (e.g 'Power' instead of 'Power In')
11 Months Ago
moved screen back more
11 Months Ago
screen placement position move
11 Months Ago
Fix right clicking attachments going onto held gun instead of into open backpack
11 Months Ago
Hovering over a vending machine now shows the names of the machines (as it used to)
11 Months Ago
Vendor UI now closes automatically when map is closed.
11 Months Ago
Harbor_1 / moved broken loot spawnpoints to the new island Scene2prefab
11 Months Ago
disabled snow effects on train tracks as it doesn't play well with biome tint and procedural railroad connections
11 Months Ago
Hide Poncho models/ materials/ prefabs
11 Months Ago
Reposed Burlap Gloves to match updated player rig
11 Months Ago
S2P all
11 Months Ago
Fixed door controller swapped input positions: passthrough back on top and power in on the bottom
11 Months Ago
Added snow setup to roads prefabs
11 Months Ago
Merge from bradley_scientists
11 Months Ago
Compile fixes
11 Months Ago
First pass of fixes
11 Months Ago
Merge from bradley_scientists
11 Months Ago
assigned minigunammobelt material to the ammobelt on minigun viewmodel prefab
11 Months Ago
Added snow material setup to compatible structures prefabs
11 Months Ago
Moved some mesh decals from Structures to Mesh Decals
11 Months Ago
Added snow material setup to static vehicles
11 Months Ago
- Fixed bunny hat view - Fixed egg suit view - Fixed forceCamUpPivot option not functioning
11 Months Ago
Motorbike now balanced for lean, unlike Modern Warfare 2
11 Months Ago
Improved how we determine the best snap position to fix a bunch of clunky placement issues
11 Months Ago
Bike mid-air throttle/brake based rotation control
11 Months Ago
Don't stabilise pitch as much
11 Months Ago
Sidecar bike work