129,805 Commits over 4,201 Days - 1.29cph!

28 Days Ago
Added a list of prefabs for islands and cities instead of using paths
28 Days Ago
Merge from parent
28 Days Ago
Codegen
28 Days Ago
Fixed project opening in safe mode: Deleted code in ResetStaticFields.cs to enable codegen. Ran codegen.
28 Days Ago
merge from naval_update
28 Days Ago
Phrases update
28 Days Ago
Compile fix
28 Days Ago
Fixed phrase conflict in PickupErrors
28 Days Ago
Merge from main. (taking oilrig changes from main)
28 Days Ago
naval_update -> naval_update/gun_turret
28 Days Ago
Merge from monument_notification_sounds
28 Days Ago
Increment network protocol for new RPC's
28 Days Ago
Bug fix for a selection of player update animations
28 Days Ago
Merge: from main
28 Days Ago
Restore changes
28 Days Ago
Merge from main
28 Days Ago
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28 Days Ago
commit of annoying material list that keep modifying until committed
28 Days Ago
FC2 scene to prefab
28 Days Ago
disabling lightgroupattime throughout for now
28 Days Ago
Weather changes when entering the portal, getting progressively worse until you reach the end Players are only teleported once they fully cross the portal
28 Days Ago
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28 Days Ago
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28 Days Ago
merge from dome_diesel
28 Days Ago
2 Dome diesel spawns moved to puzzle
28 Days Ago
commit of annoying material list that keep modifying until committed
28 Days Ago
carrying on with lighting pass, fill lights for bespoke segments throughout floating city 2 added some dim fill lights to bridge prefabs to accelerate lighting throughout levels wherever they are
28 Days Ago
subtract 132375 132374
28 Days Ago
subtract 132376 merge from monument_notification_sounds
28 Days Ago
merge from monument_notification_sounds
28 Days Ago
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28 Days Ago
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28 Days Ago
merge from satdish_puzzle
28 Days Ago
Fixed BP fragment not spawning after being looted at satelite dish monument
28 Days Ago
Replace normal sprinkler visuals with "new" sprinkler_model in electric.sprinkler.deployed prefab
28 Days Ago
Add new sprinkler_model prefab that has two set of renderers: one for skinned meshes and one for normal renderers - reduce skinned LODs from 3-> 2 since the AnimatorLOD will turn off the renderers once they are past 25m (meaning it will switch to placeholder renderers) - reduce unskinned LODs from 4->3 since the 4th LOD was messed up (still hide after 100m)
28 Days Ago
Add SkinnedPlaceholder component that will switch between skinned & normal mesh renderers depending on the animator being active - can check animator for bool parameter and check if it's in a known inactive state - poll every 5s (configurable) to see if the animator is inactive - send event when the animator is activated from EntityFlags_Animator
28 Days Ago
More spawning
28 Days Ago
merge from modding_cui_merges -> main
29 Days Ago
Fix verticalNormalizedPosition not starting at 1 (top of screen)
29 Days Ago
- fix pivot missing from normal UI elements - fix rotation missing from ScrollRect
29 Days Ago
Make new empty methods for oxide to hook, original ones got deleted when fighting with codegen
29 Days Ago
merge from main -> modding_cui_merges
29 Days Ago
merge from optimize_windows_console -> main - fix colored text being logged on main thread instead of queued to console thread
29 Days Ago
merge from fix_puzzle_reset_analytics -> main
29 Days Ago
Fix puzzle analytics having "Submit()" commented out. whoops
29 Days Ago
Spawning
29 Days Ago
Switch the default limitBias of the effect mipmap group from +1 -> +0 to rule out the mipmap from being stripped out at build time (even though the setting is disabled, who knows)
29 Days Ago
merge from main -> test_effect_quality