202,224 Commits over 4,171 Days - 2.02cph!

1 Year Ago
compile fix
1 Year Ago
1 Year Ago
Beginnings of the menu redesign, horizontal navigation
1 Year Ago
merge from main
1 Year Ago
Small panel indicator lights with configurable colors
1 Year Ago
Save current scene before gen takes place
1 Year Ago
1 Year Ago
Added aileron controls - arbitrary control surfaces meant this just needed to add a surface on the edge of wing with opposite rotation axes
1 Year Ago
explicit surface lift calculations replaced with processing a set of serialized surface types
1 Year Ago
Clean: Fixing depr warnings in Scripts/ConsoleCommands `objects` and `textures` vars can return 2GB+ memory size values per object now. - Application -> SceneManager - refreshRate -> Round(refrestRateRatio.value) 14 to go Tests: none, trivial changes
1 Year Ago
Deployable spot light, orientable using a hammer (like CCTV cameras)
1 Year Ago
Feedback for Spotlight
1 Year Ago
Clean: Fixing depr warnings in Scripts/ViewModel - More ParticleSystem module usage - Also removed obvious comments 19 to go - there's basically no more large groupings, so the CLs will continue to be small Tests: none, trivial changes
1 Year Ago
Clean: Fixing depr warnings in Scripts/Client - More ParticleSystem module usage - Application -> SceneManager 23 to go Tests: None, trivial changes
1 Year Ago
Clean: Fixing depr warnings in Scripts/Procedural - Removal of dead Render.mateiralType - Renderer.castShadows -> shadowCastingMode - WWW -> UnityWebRequest - Explicitly use default QueryParameters for a RaycastCommand 26 to go Tests: None, trivial changes
1 Year Ago
garage door textures @2k
1 Year Ago
removed ladder box from sphere tank interior collider
1 Year Ago
BugFix: TerrainMeta now updates Terrain Material if it's missmatching Unity's deprecation made it so that our validate-and-update logic broke with 2019.2 and it's been silently skipping it. - Removed obsolete code (it always returned MaterialType.Custom) - Updated Hapis TerrainConfig to reference Terrain.v3.Hapis material (so that new logic doesn't set the wrong material on validation) Tests: Validated that all Release worlds have matching materials as in their TerrainConfig.
1 Year Ago
made armored window's collider soft side planar
1 Year Ago
Item store view with custom header
1 Year Ago
Merge from main
1 Year Ago
Stagger wolf when damaged a lot, instead of on every head shot
1 Year Ago
disabled shadow proxies on Launch site factory prefabs, walkways prefabs converted remaining walkway prefabs to MeshLOD
1 Year Ago
Add wolf bark before coordinated attack, add proper death state
1 Year Ago
plane updates - non-control surfaces use a different lift curve - adjusted curves - mouse input for pitch/roll, keys for yaw - debug csv output for surface values against different AoA - added testing scene
1 Year Ago
nope - doesn't work
1 Year Ago
playing with shadow proxies for master house shadow flicker
1 Year Ago
fixed cctv name spelling mistake
1 Year Ago
Fairy lights: Light bulb generation tweaks Spawn a real point light at each point Minor fix on the xmas light deployer
1 Year Ago
Add wolf howl
1 Year Ago
▇█▌▊▆▄ ▅▉▄▉▅▇ ▊▊▄ ▆█▄▋▅ ▋▊▋▋▇▋ ▇▅▊▅ ▇▅▌ █▄▄▌, █▇▆▉▆▄█
1 Year Ago
Clean: fixing depr warnings in Scripts/Effects It's all just ParticleSystem module usage additions. 39 warnings to go. Tests: none, trivial changes
1 Year Ago
Clean: fixing depr warnings in Scripts/Game/ - SceneToPrefab - using SaveAsPrefabAsset instead of ReplacePrefab - More ClientRPC(RpcTarget) usage - More ParticleSystem module usage - CreatorGibSpawner now caches and restore entire Random state when changing seed - prefabAssetPath -> assetPath Tests: Tested SceneToPrefab workflow by building "water well" monument prefab - although it produced inconsistent diffs, original impl also did. Checked the generated prefab visually - it matched. Also walked through Unity's call tree - the controlling variables were the same. About 55 left
1 Year Ago
Fix titles for the dlc
1 Year Ago
DLC icons, colours and prefab updates
1 Year Ago
Make fsms easier to edit by exposing them on the prefab
1 Year Ago
merge from cliffs
1 Year Ago
changed minimum sizes for unique environments procmap spawns canyons 3500+ lakes 3000+ oasis 2000+
1 Year Ago
Reparent root motion SOs to baseScriptableObject to avoid duplicating them in bundles, remove unused animatorStateName
1 Year Ago
Allow fsm transitions to pass parameters to the destination state, use it to select different animations to play on wolf when hurt
1 Year Ago
hid the barrier at the gates as it often floats on some seeds
1 Year Ago
Fixed offset in vehicle mountable gizmos
1 Year Ago
radtown s2p
1 Year Ago
cleared a blocker in master house bedroom added back missing ceiling lights in off variants in storage building large detached the barriers from front gates to allow AI vehicles through cleared a wider pathway for AI vehicles to drive through town raised mud tracks slightly to cope with procmap weirdness by the roadside
1 Year Ago
Merge from main
1 Year Ago
Try/catch GetDefinitionsWithPricesAsync and print any errors as warnings so we can still see it happening but don't kick people from servers Run RefreshItemList on repair bench panel in OnOpened rather than OnEnable so it's not firing during asset warmup
1 Year Ago
Fixed some more custom mode edge cases Fixed condition sorting not producing deterministic results when comparing items that don't have condition WIP demo: https://files.facepunch.com/jarryd/1b0711b1/Unity_OwO8TrZeZp.mp4
1 Year Ago
Styling
1 Year Ago
Added an option to set the sorting language of a box to the current client language in the sorting settings, allows accurate alphabetic sorting for non-english languages For when you need to sort your Pierres from your Bois
1 Year Ago
Load all translations on the server so we can do language specific alphabetic sorting server side (hardcoded to english for now)