195,819 Commits over 4,110 Days - 1.99cph!

1 Year Ago
Switch gameplay events to also use new bulk uploading api
1 Year Ago
Merge from main
1 Year Ago
merge from main -> analytics_server_profiling
1 Year Ago
Detailed collider setup for all bikes
1 Year Ago
World collider setup for all bikes
1 Year Ago
Remove PedalTrike
1 Year Ago
S2P airfield
1 Year Ago
Can now pick up empty campfire water purifiers, both water containers must be empty Entities that are deployed into slots (water purifiers, locks, etc) will now show an invalid deploy guide floating in front of the player instead of just showing nothing (the deploy guide was at 0,0,0)
1 Year Ago
Sidecar wheel visual position fixed
1 Year Ago
S2P launch site
1 Year Ago
Re-apply CS 97577 (modify launch site scene)
1 Year Ago
Re-apply RendererLOD `minDistanceMultiplier` functionality to clamp minimum lod scaling
1 Year Ago
merge from main -> launch_site_lod_culling_fixes
1 Year Ago
Fix bulk analytics creating empty blob when uploading zero events
1 Year Ago
Fixed skinnable items sometimes getting out of sync with their intended skin when their renderer is collapsed (sometimes leading to null materials) Run MaterialReplacement.Prepare as part of the collapse process, less workload during gameplay
1 Year Ago
Add logging of method call times via unity's profiler (ProfilerRecorder API) Disabled by default
1 Year Ago
Fire bullet additive iteration
1 Year Ago
Upload bulk analytics points gzipped
1 Year Ago
Unsaved (thanks unity)
1 Year Ago
Rename
1 Year Ago
Setup SwapAmmo IViewmodelComponent, turns on and off prefabs based on the currently loaded ammo type
1 Year Ago
Further iteration
1 Year Ago
Add latest drops
1 Year Ago
Front blocker list now actually considered Main patrons list swapped to dictionary
1 Year Ago
vm handcuffs - anims, added states, trigger & bools to animator,
1 Year Ago
Further optimisations Pooling used for other lists
1 Year Ago
Now checks list of hits instead Pooled list InvokeRepeating on obstacle update
1 Year Ago
More iteration
1 Year Ago
Use a different place to set fallbacks for VolumeClouds shader Added CNewParticleEffect.GetRenderBounds Improve consistency of trace surfaceID returns clientside This only relates to usages of PhysicsObject shadows vcollide_wireframe - draw the actual physics object clientside if it exists Test version of clientside model physics scaling Fixed trackspeed only working after ReturnToEyes input (point_viewcontrol)
1 Year Ago
Removed gesture stop
1 Year Ago
Imported Large Rubbish Skip Prop Added Textures and Materials for Large Rubbsh Skip Setup Large Rubbish Skip Prefabs, LODS and Colliders
1 Year Ago
Allow hot air balloons to transfer servers
1 Year Ago
Locked status fix
1 Year Ago
Apply handcuffs to victim wip
1 Year Ago
merge from fix_scrapforsale
1 Year Ago
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1 Year Ago
merge from wiring_near_vehicles_fix
1 Year Ago
merge from water-fog-scatter-strength
1 Year Ago
Don't run base input when locked
1 Year Ago
master house interior progress
1 Year Ago
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1 Year Ago
Rock iteration
1 Year Ago
Switch handcuffs to use BaseMelee
1 Year Ago
1 Year Ago
Merge from main
1 Year Ago
Re-added dryfire and attack states (for AK vm cam reset)
1 Year Ago
LR300 vm cam anim tweaks - reduced movement for deploys
1 Year Ago
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1 Year Ago
Re-applying 97361 changes after Plastic merge fuckery
1 Year Ago
Merged main into wiring_near_vehicles_fix