userandrecancel
reporust_rebootcancel

10,828 Commits over 3,867 Days - 0.12cph!

1 Year Ago
Fixed SocketMod_InWater (was broken inside pools) Fixed fishing rod (was broken almost everywhere)
1 Year Ago
Subtracting 83705 (merge conflict, will have to reapply once we're on main with everything)
1 Year Ago
Added WaterVisibilityTrigger to sewer branch (only had WaterCullingVolume which is purely visual)
1 Year Ago
Merge from water5_final
1 Year Ago
Fixed normals missing entirely from rivers (and I think lakes)
1 Year Ago
Fixed GetGroundInfo missing ocean hits Fixed GetMaterialAt not supporting ocean hits Fixed water footsteos spawning at terrain level instead of ocean level
1 Year Ago
Added NotEqual option to VertexLit Blended Custom and WaterDrop shaders
1 Year Ago
Added ReflectionMask property to the "Environment Properties" asset to adjust the layers that are included in reflections
1 Year Ago
Added reflection.forceupdate convar to quickly update world reflections even if stationary
1 Year Ago
Merge from water5_final
1 Year Ago
Fixed being unable to deploy boogie boards or inner tubes in the ocean (SocketMod_InWater fix)
1 Year Ago
Merge from main
1 Year Ago
Batching fix for parented entities
1 Year Ago
Log warning when ItemSkin.icon is unset instead of failing the build
1 Year Ago
Re-enabling graphics jobs on macOS (crash was potentially fixed in 2021.3.24f1)
1 Year Ago
2021.3.26f1 ProjectVersion.txt (was already in use on the build server, should not change anything)
1 Year Ago
Merge from water5_final
1 Year Ago
Fixed WaterOverlay.Update doing its underwater test 1 unit below the actual camera position, breaking the moonpool water transition
1 Year Ago
Fixed water visibility mask not masking out ocean Fixed moonpool water body type & water visibility mask
1 Year Ago
NRE fix when no terrain exists
1 Year Ago
Merge from water5_final
1 Year Ago
Fixed river water level being ignored by almost everything
1 Year Ago
Fixed water mesh not culling inside caves
1 Year Ago
Water hits are now handled right in GamePhysics.Trace / TraceAll since the previous way of doing it did not correctly sort water hits and physics hits (could return water hit even though physics hit was in front of it) Fixed drinking dialog weirdness Fixed AddToWater only adding 1/4 of the ocean to the water map Added normal to WaterSystem.Trace (currently always returns Vector3.up)
1 Year Ago
Merge from main
1 Year Ago
Merge from main/shader-improvements/merge/aux2merge/final/final2/final2 (2)/new folder
1 Year Ago
Merge from water5_final
1 Year Ago
Steam upload files
1 Year Ago
Merge from main/shader-improvements/merge
1 Year Ago
Merge from water5_final
1 Year Ago
Another attempt
1 Year Ago
Merge from water5_final
1 Year Ago
Unfucking ifdef mess (by making it even messier)
1 Year Ago
Merge from water5_final
1 Year Ago
Compile fixes when neither CLIENT nor SERVER is set
1 Year Ago
Merge from water5_final
1 Year Ago
Adding fallback shader when no tessellation is supported
1 Year Ago
Reverting Kayak, RHIB, Rowboat and SubmarineDuo prefabs to pre-merge versions from this branch
1 Year Ago
CodeGen
1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
Added LODComponent.OccludeeParameters.ForceVisible to disable occlusion culling entirely for a renderer
1 Year Ago
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1 Year Ago
Optimized BaseEntity.IsOutside since it'll be called quite a bit more now
1 Year Ago
Fixed ModelConditionTest_Outside and ModelConditionTest_Inside returning incorrect results for triangle floors
1 Year Ago
Adding ModelConditionTest_Outside / ModelConditionTest_Inside Adding placeholder conditional variants of shipping container floor for inside / outside
1 Year Ago
Fixed index mismatch on conditional model test when spawning creation gibs ("Shipping Container conditional roof building gibs inaccurate") Fixed main skin object not being moved out of the way if conditional models were spawned (creation gibs partially occluded / Z fighting)
1 Year Ago
Allow sidegrading to building skins of the same tier for 20% of the original upgrade cost
1 Year Ago
Adding additional terrain anchors to powerline platforms in order to prevent floating placement
1 Year Ago
No longer repair building block when sidegrading (changing skin without changing tier) No longer reset building block rotate timer when sidegrading (changing skin without changing tier)