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10,834 Commits over 3,867 Days - 0.12cph!

4 Years Ago
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4 Years Ago
Added WorldSpaceGrid.IndexToGridCoords / IndexToWorldCoords / Copy
4 Years Ago
PathFinder.FindClosestWalkable bounds checks
4 Years Ago
TerrainMeta.InitNoTerrain also sets Position and OneOverSize
4 Years Ago
DoPrepare
4 Years Ago
More DoPrepare fixes
4 Years Ago
Meta file upper / lower case fix (part 2)
4 Years Ago
Meta file upper / lower case fix (part 1)
4 Years Ago
Committing game manifest prefab auto-updates
4 Years Ago
Replaced a bunch of UnityEditor.EditorUtility.SetDirty with UnityEditor.PrefabUtility.SavePrefabAsset in DoPrepare Do I understand why? No. Do the docs explain why? Also, no. Does it fix the bug? Seems to.
4 Years Ago
Added "Assets/Prefabs/Reserialize Selected Prefabs"
4 Years Ago
Fixed spawn handler setting spawn population reference on the prefab instead of the instance (made purchased entities count towards wild entities)
4 Years Ago
EffectRecycle tweak to ensure we're not reimporting things accidentally on the build server all the time
4 Years Ago
Committing GameManifest LootSpawn generated files (build time debugging)
4 Years Ago
Committing some more prefab auto-updates
4 Years Ago
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4 Years Ago
EffectRecycle tweak to avoid prefabs thinking they've been edited in DoPrepare when they weren't (probably doesn't do anything)
4 Years Ago
Moved ViewmodelClothing ForceLabel from OnValidate to DoPrepare
4 Years Ago
Moved Model ForceLabel from OnValidate to DoPrepare
4 Years Ago
Reserialized prefabs in Assets/Prefabs (counting 5355)
4 Years Ago
Reserialized prefabs in Assets/bundled/Prefabs/fx (all 1092 of them)
4 Years Ago
Explicitly running PreparePrefabs on all prefabs (only changed 8 files though)
4 Years Ago
Merge from prefab_build_optimizations (this doesn't do anything on its own, it's just an editor tool)
4 Years Ago
Added support for maxreceivetime to Steam Networking
4 Years Ago
Refreshed Prefabs.txt and Prefabs.unity for the SDK
4 Years Ago
Monument markers fall back to root game object name when phrase is not set Added assets/bundled/prefabs/modding/monument_marker.prefab for custom map monument markers (displayed name is taken from the PrefabData "category" string)
4 Years Ago
Disabled async Steam callbacks, tick them on the main thread instead
4 Years Ago
Merge from main
4 Years Ago
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4 Years Ago
Better ReimportPrefabs / ReserializePrefabs (maybe)
4 Years Ago
Merge from main
4 Years Ago
Added "Assets/Prefabs/Prepare All Prefabs" menu item Added "Assets/Prefabs/Prepare Selected Prefabs" menu item Added "Assets/Prefabs/Reimport All Prefabs" menu item
4 Years Ago
Missing ! in 55942
4 Years Ago
Added DoPrepare item to asset right click menu (good for testing)
4 Years Ago
Replaced PrefabUtility.GetPrefabType since it's obsolete and it doesn't seem to work entirely correctly anymore
4 Years Ago
Committing prefab auto-updates so the build server doesn't have to update / revert them every build
4 Years Ago
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4 Years Ago
Added WeatherPresetType.Cinematic (never triggered by the automatic weather system, but can be loaded with weather.load)
4 Years Ago
Send replicated convars in ClientReady to ensure the level has already been loaded on the client (cc rohan, please double check)
4 Years Ago
Added wetness_rain and wetness_snow convars to adjust how wet players get
4 Years Ago
Climate.GetThunder NRE fix
4 Years Ago
weather.report now includes the exact parameters that are currently being applied to the sky dome
4 Years Ago
Compile fix
4 Years Ago
Allow weather.load while playing back demos
4 Years Ago
Send replicated convar initial state when starting a demo
4 Years Ago
Added rainbow support (currently disabled on all weather presets)
4 Years Ago
Fixed low thunder probability values disabling stormy rain and snow effects (any stormy weather should use these)
4 Years Ago
Merge from weather2
4 Years Ago
The first 3 weather seeds in the editor always yield clear weather
4 Years Ago
Early exit for weather.load / reset / report if climate instance is null