202,017 Commits over 4,171 Days - 2.02cph!

12 Months Ago
First stab at fixing demos not re-enabling tags: -Removed rendundant nametag enabled check -Force an attempt at re-enabling tags anyway
12 Months Ago
merge from digitalclock
12 Months Ago
Updated digital clock protection values
12 Months Ago
merge from main
12 Months Ago
merge from arabic
12 Months Ago
Applied the auto size settings from 103449 to the new accessibility colour dropdowns
12 Months Ago
Boosts active vitals SetText isLocalized = true
12 Months Ago
merge from main
12 Months Ago
Updated Standing Coat Hanger Prop Textures to decrease the amount of rust and to add some height/normal details
12 Months Ago
Localized "Boosts active" vital
1 Year Ago
oilrig small and gas station S2P
1 Year Ago
Fixed wood ladder prefab using outdated material definition Converted to MeshLOD along the way
1 Year Ago
compound s2p
1 Year Ago
fixed compound bbq being hidden away inside a building - put back in party area
1 Year Ago
fixed driftwood_set_3 incorrectly set lods
1 Year Ago
Update: TokenBucket implements IPooled Tests: none, trivial changes
1 Year Ago
added terrain filter checks to coastal rocks
1 Year Ago
Update: Sliced-/GranularAudioClip.Grain now implement IPooled Didn't realize there were extra similar types, added. Tests: None, trivial changes
1 Year Ago
Reverted server rules text to use Unity's legacy text, so symbol characters work out of the box servers rules aren't localized anyway, so there's no need to use RustText here
1 Year Ago
Update: Planner.Guide.Snapping implements IPooled Another candidate for struct conversion - added it to the task. Tests: tested with laser light snapping - still snaps
1 Year Ago
Merge from ai_wolf_iteration
1 Year Ago
Self intersecting polygon bug on Food_Cache_005
1 Year Ago
Update: SoundModulation.Modulator now implements IPooled Ideally this should be a struct, since it's an 8byte object, but that would require to change too many places for now. Will create a separate task for this. Tests: local session, ran around and shot - could hear steps, impact on different surfaces
1 Year Ago
Merge from main
1 Year Ago
Remove test script
1 Year Ago
Conservatively fix compile error caused by #if SERVER
1 Year Ago
Make target component API usage more consistent
1 Year Ago
Bring wolf to 0 runtime allocs by removing a lambda in the senseComponent
1 Year Ago
Fixed community UI font loading (introduced by 103397) Changed the way we load the default font so changing its path won't break CUI anymore
1 Year Ago
Updated wainscotting icons
1 Year Ago
Added hex-a-gone prototype
1 Year Ago
Changed paneling height in wainscotting wallpapers. Added tiling yellow stripe wallpaper. Updated skin list.
1 Year Ago
Remove lambdas from wolf fsm transitions in preparation for it to be data driven
1 Year Ago
merge from main
1 Year Ago
Fixed spraycan menu not interactable
1 Year Ago
Wider and stronger lakeside topology for lakes and oasis UE's
1 Year Ago
Update: MusicManager.ClipPlaybackData now implements IPooled Tests: booted in local session, no exceptions
1 Year Ago
Committing WIP work as need to switch branch
1 Year Ago
Update: MusicClipLoader.LoadedAudioClip now implements IPooled Tests: booted in local session, no exceptions
1 Year Ago
Updating: EngineAudioClip.Grain implements IPooled Will need to explore further if it's dead script Tests: None, trivial change
1 Year Ago
Removed missing guid rocks from craggy
1 Year Ago
Merge: from main Tests: none
1 Year Ago
Shop UI now closes if vendor dies while player is shopping Setup placeholder clothing loadout
1 Year Ago
Add NPC/vending spawners to water well C and E
1 Year Ago
Lowered chance of teas in food cache loot table
1 Year Ago
1 Year Ago
Protobuf restructuring, save next refresh time Expose server.waterWellNpcSalesRefreshFrequency, default one hour (WIP)
1 Year Ago
Removed a bunch of code in InvisibleVendingMachine that was marked to be removed
1 Year Ago
Protobuf
1 Year Ago
Merge from net_vis