194,716 Commits over 4,079 Days - 1.99cph!

12 Months Ago
Trigger attack VM
12 Months Ago
fixed small gc alloc
12 Months Ago
updated vm handuffs animator to work with baseMelee setup
12 Months Ago
merge from main
12 Months Ago
Merge from main
12 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
12 Months Ago
Server compile fix
12 Months Ago
merge from snow_effects_roll_back_and_meshLOD_conversion
12 Months Ago
Global S2P with HLOD
12 Months Ago
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12 Months Ago
Created a tool to print out any RendererLODs in the loaded scene that can be converted to MeshLods (Tools/Optimize/Find convertable RendererLODs in scene) Went through each monument looking for stragglers, some notable finds: -the xmas set dressing prefabs for compound and bandit town were largely still using LODGroup, almost all of these are now MeshLOD -converted several rooms in a few monuments that were completely disconencted from their root assets (mil tunnels most notably)
12 Months Ago
Fixed sidecar bike pulling to the right
12 Months Ago
Improved sprint meter behaviour
12 Months Ago
Make bike sprinting actually go faster, increasing engine power and top speed
12 Months Ago
Update wooden_crate_e (and it's camo version) to MeshLOD
12 Months Ago
Fix the bike sidecar not sleeping and therefore keeping the whole bike awake
12 Months Ago
Merge from cine_entities
12 Months Ago
Changed material for cinelight_point_blue - now uses version which can be rendered on cyc walls and backdrops
12 Months Ago
Merge main -> Bikes
12 Months Ago
Fixed 'cinecyc_black' not being hidden with hideobjects command
12 Months Ago
Merge from main
12 Months Ago
Replaced all the assets in the inaccessible bathroom in NMS with prefab versions with colliders stripped Converted the props in the Assets/Prefabs/Misc/Junkpile/New folder to MeshLOD S2P supermarket, NMS, bandit town, water treatment
12 Months Ago
Merge from main
12 Months Ago
Rerun fishing village A and C S2P
12 Months Ago
12 Months Ago
Merge from techtree_panel_improvements
12 Months Ago
merge from pipette_skin
12 Months Ago
Updated the tech tree dialog to use pooling instead of instantiating and destroying it's contents when switching tabs Halves the opening time (155ms->77ms) and GC (6.4mb->3.6mb)
12 Months Ago
'selectitem' command fixes/improvements: - wait for the MoveItem RPC to be completed before selecting the belt solt - if the item is present in the belt, just select it instead of moving it to the belt slot 0 - when moving the item from the inventory, take an entire stack instead of a single item
12 Months Ago
- Can now drag a stack of items onto another item in a container with a lower stack limit to swap them over. The item with too many will split itself and only carry over the amount that fits. The move will only fail now if there's no inventory space for the extra item. - Similarly, can now drag-swap admin-created items with more than the usual item's stack limit. The item will be split, but the swap move will now work successfully.
12 Months Ago
merge from io_seismic_sensor
12 Months Ago
merge from electricity_sideinputs_drain_fix
12 Months Ago
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12 Months Ago
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12 Months Ago
Call OnEntityLeave when force removing an entity from a trigger, fixes destroyed entities not cleaned up from the triggers' entityContents list
12 Months Ago
merge from analytics_dump_hierachy_formatting -> main
12 Months Ago
Added rigged model (separate model for now)
12 Months Ago
Alternate setup test
12 Months Ago
Compile fixes
12 Months Ago
shadowed window mesh for interior of barred window, positioned turrets correctly
12 Months Ago
Fix components incorrectly marked as "unsupported" for enabling/disabling - renderers - particle systems - LODGroup
12 Months Ago
scaled turret to 0.9
12 Months Ago
merge from analytics_dump_hierarchy_formatting -> main
12 Months Ago
merge from analytics_asset_warmup -> main
12 Months Ago
Add ability to see what is enabled vs disabled for `GameObject.Hierarchy.Components.txt` from `dump` command - Components show a checkmark if enabled vs disabled, they show a `~` if the component doesn't support enabling - GameObjects show a `+` if active & `-` if disabled
12 Months Ago
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12 Months Ago
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12 Months Ago
Add asset warmup & world spawn timings to `dump` command - output to csv so it can be opened in excel - don't output if there are zero data points - reset the world spawn timing every time a new map is loaded - Asset.Warmup.csv - World.Spawn.csv
12 Months Ago
Misc small changes
12 Months Ago
split off indicator lights, set up emissive uv2, first pass on emissive textures for unique and transparent materials