200,183 Commits over 4,140 Days - 2.01cph!

2 Years Ago
Fixed rain rendering underwater.
2 Years Ago
Exposed a new set of cinematic underwater parameters, underwater effects will use the params when underwater_cinematic is set to 1 (setup is almost identical to the admin mode but with the water line rendering properly)
2 Years Ago
Fixed conveyor screen not showing item transfers if the item is being stacked in the output container
2 Years Ago
Merge from main
2 Years Ago
Media base from ferryterminal_media
2 Years Ago
Cam anims dir
2 Years Ago
Merge from save239
2 Years Ago
Got it "working" again Job system runs on main thread til we figure out NativeList Fix building blocks & prefabs not registering Warmup prefabs in the editor manually based on network updates
2 Years Ago
Don't show diving suit helmet mesh when in first person with arms mode, fixes helmet mesh appearing when driving vehicles Had to just disable the head mesh due to skinning differences compared to the original hazmat
2 Years Ago
merge from modding_prefabs
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
merge from egg_suit_lod_fix
2 Years Ago
merge from nvg_canvas_scale_fix
2 Years Ago
merge from save239
2 Years Ago
split off wheels on abyss suit tank#1, animated them, animated scrolling uv2 on the flywheel belt, added bone retarge and object motion vector fix scripts to make it all work
2 Years Ago
Rewrote the code that determines what conditional model(s) to show based on grade, skin & modelState Fixed prefabs that are no longer SingletonComponents
2 Years Ago
merge from save239
2 Years Ago
network++
2 Years Ago
merge from diversuit
2 Years Ago
merge from water5_final
2 Years Ago
Clean up `InstancedMeshConverter` and register `InstancedPrefabConfig` out of `PrefabPreProcess` as well
2 Years Ago
Implemented skeleton of a job based frustum culling & lod culling system
2 Years Ago
Properly extract building grades & conditional models via PrefabPreProcess into code based configs
2 Years Ago
abyss helmet version 2, textures, material, added to prefab with randomiser script set up. needs a bit more work on the skinning
2 Years Ago
tugboat sounds (WIP but mostly there)
2 Years Ago
Fixed ServerProjectile NRE when hitting water
2 Years Ago
Update all building block prefabs with InstancedMeshFilter
2 Years Ago
Fixed subsurface falloff gradiation between beaufort states
2 Years Ago
Water & beaufort parameters. (Waves unchanged)
2 Years Ago
Merge from save239
2 Years Ago
Fixed WaterLevel ignoring water volumes and reverted fishing pole and water sockets to use WaterLevel
2 Years Ago
Tool to auto convert all building blocks with one button click (and 30 minutes of waiting as unity saves them one by one)
2 Years Ago
Projectile fixes (things I broke in 83834)
2 Years Ago
Update editor tool to convert prefabs to InstancedMeshFilter
2 Years Ago
Tugboat control panel LODs and sonar emissive
2 Years Ago
Beginning of massive refactor to support all entities & all types of world prefabs
2 Years Ago
Ocean refraction tweaks +caustics adjustments to match.
2 Years Ago
Slight caustics speed/depth/scale/brightness tweaks, because they were barely noticable.
2 Years Ago
code cleanup
2 Years Ago
underwater.prefab iteration & fixed time scaling issue
2 Years Ago
Update FP.BurstCloth (stiffness and other fixes) Crank up stiffness on diver ak to fix clipping
2 Years Ago
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2 Years Ago
▋▍▋▌▋▋▋▋▋ ▉▄▍▉ ▄▌▋ █▇▌▇▋▌
2 Years Ago
▋▇▇ ▇▌▄▌ ▋▉▌▉▇▅▄ ██▊▅▌▊ !█▇▋ █▆▄▍█▋▆ ▍▋▇▍▅▍
2 Years Ago
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2 Years Ago
▋▋▍▍▍▆▄ ▋▆▄ ▄▌▋
2 Years Ago
add randomization to diver suit
2 Years Ago
▊▆▉▉▄ ▉▅▋▄▇ ▊▆▇▍▊▍▍▊ ▋▄▍▇▄▄▍ █▉▍ ▊▄█▊
2 Years Ago
Fixed a race conditiony Lua error in properties.lua Fixed certain "Entity Get Count of X" functions returning nil * GetNumPoseParameters * GetBoneCount - used to return -1, now returns 0 * GetHitBoxGroupCount * GetHitBoxCount * GetBodygroupCount Return empty string on failure: * GetPoseParameterName * GetSequenceName * GetSequenceActivityName Minor cleanup More Entity no nil returns treatments Return 0 on failure: * GetSkin * GetSequence * GetNumBodyGroups * GetSequenceGroundSpeed * GetSequenceMoveDist * GetModelContents * GetLayerDuration * GetLayerWeight * GetPlaybackRate - returns 1 on failure * GetBoneName - returns __INVALIDBONE__ * GetSequenceActivity - returns -1 * GetSequenceVelocity - vector_origin * GetLayerPlaybackRate - returns 1 Adjustments to singleplayer clientside lua file stuff Hopefully fixes issues people are having Do not fallback PHONGBOOST and PHONGFRESNELRANGES Causes unexpected issues with existing content