193,831 Commits over 4,079 Days - 1.98cph!

5 Years Ago
cliffs final colliders
5 Years Ago
[D11] [UI] Fixed non-localised (hard-coded) string in loading screen.
5 Years Ago
[D11][UI] Added options for extra menu
5 Years Ago
[D11][Gameplay][#3715] Crouch toggle/hold fix
5 Years Ago
[D11] [UI] Updated localisation files. Fixed crafting queue string not translating correctly in single text box.
5 Years Ago
[D11] + Fix to sections of the RHIB being stripped during pre process
5 Years Ago
[D11] Rest of the weapon pfx
5 Years Ago
simplified fluidswitch anims down to 2
5 Years Ago
[D11] Tool for scanning materials and determining which ones are duplicated [Tools > Materials > Find Duplicates]
5 Years Ago
rigged and animated fluid_switch
5 Years Ago
fixed medium monuments stall
5 Years Ago
5 Years Ago
Merge from main
5 Years Ago
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5 Years Ago
Merge from main
5 Years Ago
Merge from foliagegrid_benchmark
5 Years Ago
Merge from main
5 Years Ago
Bug fix and format tweak.
5 Years Ago
Fix MarkHostileFor stomping the client's hostile duration timer with shorter values
5 Years Ago
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5 Years Ago
[D11] Gamepad/PS4 user login refactor
5 Years Ago
[D11] Fixed rotation issue with Wall_300_pillar
5 Years Ago
[D11] Asset Optimisations
5 Years Ago
dung icon
5 Years Ago
rigged and created idle on animation for sprinkler, updated prefab
5 Years Ago
dung updates/tweaks. reduced the water requirement gene multiplier.
5 Years Ago
[D11] Bandit Camp Fog Update.
5 Years Ago
merge fix
5 Years Ago
merge from main
5 Years Ago
[D11] Projectile optimisations, capped ranges and capped lifetimes.
5 Years Ago
[D11] Projectile optimisations, capped ranges and capped lifetimes.
5 Years Ago
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5 Years Ago
Merge from farming2
5 Years Ago
Randomise saturation check, implement is powered checks and longer interval between saturation checks
5 Years Ago
Fix sprinkler fx playing incorrectly when it is enabled via LOD Added a precache option to ParticleSystemContainer that precaches all required LOD components and ParticleSYstems in PrefabPreProcess rather than via GetComponents at runtime. This also fixes the case where multiple LOD components on the same particle system are not called by a ParticleSystemContainer
5 Years Ago
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5 Years Ago
Cleaned up fluid switch lods Sprinkler fx fix
5 Years Ago
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5 Years Ago
Sprinkler prefab stuff & missing meta.
5 Years Ago
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5 Years Ago
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5 Years Ago
Sprinkler VFX cherrypick
5 Years Ago
Allow TriggerParent to hook into the dismount system of a mountable, automatically dismounting a parented player if they clip into something
5 Years Ago
Scene
5 Years Ago
5 Years Ago
Sprinkler vfx
5 Years Ago
New TriggerParent doClippingCheck option, which de-parents parented entities if they clip into an obstacle.
5 Years Ago
Ensure IOEntity processes outputs if any slots passthrough has changed, not just slot 0 Can override passthrough amount per slot to disregard the energy / outputs calculation Updated sensor to work with new IOEntity changes, too much water and not enough water checks are now in place
5 Years Ago
Mats