243,578 Commits over 3,898 Days - 2.60cph!

12 Months Ago
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12 Months Ago
Work on generating outer delegate for expression graphs
12 Months Ago
Fix NREs
12 Months Ago
Increase stacksize of hbhf sensor from 1 -> 5
12 Months Ago
m4 shotgun viewmodel - deploy update - removed pump movement in reload
12 Months Ago
disabled animator on 3p entity
12 Months Ago
Fix citizens healing players with ai_ignoreplayers 1 func_door looping sound fixes Bump ents.FindInCone/Box return limit to match FindAlongRay (1024) Added lua_refresh_file <path>
12 Months Ago
Guard against re-entrant calls into Qt's processEvents Fix splash screen closing before loading finished
12 Months Ago
set up attachment positions
12 Months Ago
Merge from main
12 Months Ago
Just for sanity, lets assert that we're the critical Qt stuff in the main thread There's really no need for this code to be using Task.Run. Also fixed it running 5 times on startup.
12 Months Ago
Test for expression graph creation / invocation
12 Months Ago
Fix for waterguns not correctly applying the last burst of water.
12 Months Ago
Basic UpdateInputOutputs support for expression graphs
12 Months Ago
Lights don't accept PixelInput - explicitly pass positions / lightmap uvs These should be g_vHighPrecisionLightingOffsetWs instead of g_vCameraPositionWs float4 DoAtmospherics( PixelInput i, float4 vColor, bool bAdditiveBlending = false ) -> float4 DoAtmospherics( float3 vInputColor, float3 vPositionWs, float2 vPositionSs, bool bAdditiveBlending = false ) ShadingModel is never going to be an interface like this TransformNormal, NormalWorldToTangent accept explicit parameters instead of PixelInput PS_InitFinalCombiner( PS_INPUT ) -> PS_InitFinalCombiner() so it works without COMMON_PS_INPUT_DEFINED - this is just for default values anyway Delete DryEraseMarker from common ps code PS_CommonTransformNormal should be wrapped in COMMON_PS_INPUT_DEFINED too Wrap Material funcs that interact with assumed common PixelInput with COMMON_PS_INPUT_DEFINED
12 Months Ago
Add support for moving multiple selected GameObject nodes in the hierarchy
12 Months Ago
More input / output node validation
12 Months Ago
Consolidating network messages
12 Months Ago
Fix UISystem exceptions on startup Stop using Json for network messages Lock messaging down These network messages should be raw and uncomplicated, so lets do that
12 Months Ago
merge from pipe_nre_fix
12 Months Ago
merge from boombox_network_loop_fix
12 Months Ago
merge from fix_turret_item_filter
12 Months Ago
merge from 0_cost_repair_fix
12 Months Ago
WIP expression graphs, output nodes
12 Months Ago
Expose overriding envmap face size, add SceneCubemap.RenderSize
12 Months Ago
Refactor to ZNear and ZFar properties to match Camera
12 Months Ago
Expose controlling cubemap near far planes, add SceneCubemap.NearFarPlanes
12 Months Ago
Force re-render cubemap if m_bRenderDirty
12 Months Ago
merge from building_skins_4 network++
12 Months Ago
Use fixed position when opening component context menu with the button It just feels slightly better this way
12 Months Ago
Leaderboard backup, run #7420
12 Months Ago
Component headers can be dragged into control slots
12 Months Ago
Added a new item definition field - treatAsComponentForRepairs Our repair cost calculation will automatically substitute any items in the Component category with another resource, but some deployables have been using items in the resource category like CCTV cameras as a crafting cost By marking an item as treatAsComponentForRepairs, it will use the desired behvaiour even though it's in the wrong category resepair wise Applied to RF Broadcaster, RF Receiver, Targeting Computer and CCTV camera This should fix repair behaviour on Auto Turrets and Computer Stations Also fixed some rounding issues that could result in a repair csot of 0 for a given resource, the minimum repair cost for any ingredient will now be 1 This behavioiur should be consistent between the hammer and the repair bench
12 Months Ago
Label power input on audio alarm
12 Months Ago
Standardised convo 4 and 6 so that the loopback conversation option is always the last option in the list
12 Months Ago
Remove log in IgnoreCollision trigger
12 Months Ago
Properly remove tutorial island respawn options when finishing the tutorial
12 Months Ago
Update my ColliderShrinkToFit editor to Unity 2021 style
12 Months Ago
Make sure rigidbody wakes up when boat engine starts
12 Months Ago
Merge from tutorial_island
12 Months Ago
Merge from main
12 Months Ago
Disable drop to ground on ore spawners, might stop ores getting placed on the ocean floor underneath the island Fixed loading during a tutorial not working
12 Months Ago
A whole bunch more updated materials
12 Months Ago
Even more gizmo compile fixes. Sorry guys.
12 Months Ago
Sequences package pt2
12 Months Ago
Sequences package
12 Months Ago
Merge from main
12 Months Ago
Merge from tutorial_island
12 Months Ago
Missing dev camera mat
12 Months Ago
Remove missing component from terrain asset Another link test