194,188 Commits over 4,079 Days - 1.98cph!

8 Years Ago
Fixes
8 Years Ago
Updated Facepunch.Unity
8 Years Ago
Removing old reporting system
8 Years Ago
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8 Years Ago
Tree component destroys the parent resource entity when felled (after impact) Tree component drives "extra wind" for felling trees BeforeFoliage shader uses global wind vector, exposes extra wind vector, uses Vector4 (needs more tinkering from someone with a brain)
8 Years Ago
Fixed bad material call in Tree
8 Years Ago
Removed some log spam
8 Years Ago
Biome material library editor improvements Replaced pines with new asset, Tree component etc
8 Years Ago
Updated speed trap avatar
8 Years Ago
Forgot this file
8 Years Ago
Added "Navigation" layer Removed unused "Sky" and "Sky Reflection" layers
8 Years Ago
Rocket factory lod materials
8 Years Ago
Merged rocket factory interior objects for optimisation
8 Years Ago
misc
8 Years Ago
Zone+Weather sets shader global "global_Wind" in Update
8 Years Ago
AI now creates a random squad each match (currently copies the spawn positions from the player's squad though)
8 Years Ago
ui tweaks
8 Years Ago
stamina use for projectile weapons autohide hud elements when inactive hotbar fiddling
8 Years Ago
Small tweaks.
8 Years Ago
Random squad generation wip
8 Years Ago
Allow non local connection
8 Years Ago
Renamed Color to Main Color on before/foliage shader due to runtime errors
8 Years Ago
Updated ASE to latest version with shader instancing toggle Disabled batching on before/foliage shader + enabled instancing Activated instancing on tree trunk and leaves material
8 Years Ago
Updated bundle splits
8 Years Ago
UnitDmgInfo now calculates the potential minimum health of an attack, taking into account max damage and armour AI.GetOrderedDmg() is now sorted by potential minimum health instead of potential damage, so the AI prefers to target enemies they can get nearer to death than just a big hit
8 Years Ago
Race mission fixes Avatar downloading from Steam Friends
8 Years Ago
Fixed a bunch of skinnables not having their bundle set
8 Years Ago
Support for alert better
8 Years Ago
each GameInstance now has it's own System.Random instance and stores the seed. added RandomRange(min, max) to GameInstance, to be used for deterministic shit. Increments a counter each time it's called, so we can debug/test attacks that use a damage range now use the GI function not unity's
8 Years Ago
Misc
8 Years Ago
Attempt to fix rock formation offset
8 Years Ago
Fixed an interior disappearing on the lowest settings inside the rocket factory
8 Years Ago
small change to where (moveStateLerped != moveState) is so will stop units from running really slowly
8 Years Ago
Misc cleanup
8 Years Ago
Misc
8 Years Ago
added new skydome and skydome cloud prefabs
8 Years Ago
latest foliage shader
8 Years Ago
Manifest load time test
8 Years Ago
viewmodel organisation - clean exports for some vms
8 Years Ago
set materials back to speed tree
8 Years Ago
Fixed ropes on ragdolls being attached to the wrong place clientside
8 Years Ago
Merge from main
8 Years Ago
Better use of blank space in main menu on smaller resolutions
8 Years Ago
Fixed ropes on ragdolls being attached to the wrong place clientside
8 Years Ago
Tweaked LOD distances to prevent pop in Scene2Prefab
8 Years Ago
Effect icons in the detail view screen are now the same as the HUD widget
8 Years Ago
removed old scene meta
8 Years Ago
removed old scene
8 Years Ago
Added TileFall match action back to Deathmatch definition Fixed TileFall to use the new tag change system. Works again now.
8 Years Ago
Added a check in RemoveFlag on HumanView to toggle isSleeping on the animator (trying to catch isSleeping animator bool being left on)