201,600 Commits over 4,171 Days - 2.01cph!

4 Years Ago
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4 Years Ago
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4 Years Ago
Add train to test map
4 Years Ago
Add env.skyrotation clientside convar for cinematics (admin only)
4 Years Ago
Fixed midi convar knob bindings rounding to one decimal place
4 Years Ago
Merge Main->WorkCart
4 Years Ago
Merge CardGames->Main
4 Years Ago
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4 Years Ago
More megacliff area
4 Years Ago
Started cleaning up some poker code but mostly left it as-is in the end. The current version is well tested and proven at this point, I decided not to mess with it.
4 Years Ago
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4 Years Ago
West megacliff area
4 Years Ago
Added AmbientLightLOD on a few prefabs, updated excavator, s2p excavator.
4 Years Ago
Fix for VolumetricLightBeam not getting turned off by LOD when it's a child of LightGroupAtTime
4 Years Ago
Enabled global billboards only on very large bushes that should be seen from further away
4 Years Ago
Disabled global billboard on bushes
4 Years Ago
Converted all bushes from rendererLOD to treeLOD Set tree billboards to never cull
4 Years Ago
West coast
4 Years Ago
Greatly reduced the density of small arctic rock formations because they were preventing trees and bushes from spawning properly Reduced the density of tree populations to be around the same number as on main (roughly 25k) / bush populations remain mostly unchanged because they need more testing
4 Years Ago
Properly grabbing and transferring all relevant buffers now.
4 Years Ago
Added globalBillboard toggle to BushEntity
4 Years Ago
Better TreeManager (msg me when it comes to unfucking this upcoming merge conflict with HDRP backport, or just subtract this changeset)
4 Years Ago
StagAd placeholder prefab with the new AI setup on
4 Years Ago
TreeManager fix
4 Years Ago
Codegen
4 Years Ago
scene 2 prefab all - prefabs only
4 Years Ago
All bushes are now BushEntity instead of TreeEntity
4 Years Ago
Separate BushEntity (much more minimal than TreeEntity)
4 Years Ago
Better TreeManager
4 Years Ago
Optimizing Distance flares culling distances
4 Years Ago
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4 Years Ago
Tundra variants of overgrowth grasses
4 Years Ago
CitizenBase obj
4 Years Ago
Citizen base mesh
4 Years Ago
Hammer: Updated CMapOverlay to CS:GO's version - fixes most copying issues - different normals implementation
4 Years Ago
RustNative update (All biomes now have a unique heightmap noise type for better biome transitions / looks)
4 Years Ago
scene 2 prefab all - prefabs only
4 Years Ago
Initialize SENTs clientside just before OnEntityCreated if we have the entity class to initialize.
4 Years Ago
merge from AI main
4 Years Ago
merge from main
4 Years Ago
merge from main
4 Years Ago
BaseNavigator now correctly sets turn & max speed at init
4 Years Ago
merge from trees_bushes_spawn_settings
4 Years Ago
Added animal Chase state. Fixed chase speeds. Updated animal AI design file.
4 Years Ago
merge from bugfixes
4 Years Ago
Selective Scene2Prefab
4 Years Ago
Repainted LS splats Most monuments now dont export grass splat to give way to snow or sand in respective biomes Removed forest toplogy from bandit town, and reduced swamp topology surface
4 Years Ago
Added default values to the Super DOF UI sliders (Middle mouse click resets to default) Set slider of DProperty_Float to use darker color scheme for contrast with the bright background Fixed DNumSlider.SetDark not updating the text area text color sometimes
4 Years Ago
Harbors are no longer allowed to spawn on offshore islands (only on the main island)