194,158 Commits over 4,079 Days - 1.98cph!

6 Years Ago
Temporarily removed Compound SLOD (causing monument prefab to not build properly)
6 Years Ago
SLOD cleanup script
6 Years Ago
Fixed client player tick rate not being set when connecting to sleeper
6 Years Ago
Horse ragdoll doesn't wrap around itself. Horse materials GPU instanced. Ragdoll scene.
6 Years Ago
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6 Years Ago
Save++ Network++
6 Years Ago
Added MeshOccludee to SLOD renderers
6 Years Ago
added anim to cinematic controller
6 Years Ago
Updates Win and PS4 version so they compile again.
6 Years Ago
Phrases
6 Years Ago
[D11] [UI] Translation fix for respawn map markers.
6 Years Ago
Fixed bootstrap showing ... instead of error text
6 Years Ago
[D11][#2384] adjusted Belt bar sorting. Fixed issue with previous commit
6 Years Ago
[D11] [UI] Fixed out of bounds issue on getting map marker translation.
6 Years Ago
Renamed physics.batchsync to physics.batchsynctransforms (similar to physics.autosynctransforms)
6 Years Ago
Added physics.batchsync convar (only does a single physics transform sync for all player server updates, default = false) Added physics.autosynctransforms convar (only for testing)
6 Years Ago
[D11][#2342] Fix for been able to fire two guns at once
6 Years Ago
[D11] Sleeping Bags can now display the distance correctly on the Respawn screen
6 Years Ago
Horse ragdoll colliders are on ragdoll layer
6 Years Ago
minicopter entity update - trying to fix transform child cant be loaded issue
6 Years Ago
[D11] [Audio] Fixes XBox One headset recording state to persist between headset being removed/inserted. Recording/playback now resumes if needed.
6 Years Ago
[D11] [UI] Moved respawn type to d11 define. Added respawn type to tooltip.
6 Years Ago
[D11] [UI] WIP implementation of respawn type differentiating in Death Screen UI and Map Markers.
6 Years Ago
Fixed weird OnPreRender/OnPostRender errors Cleaned up impostor rendering
6 Years Ago
deleted unused minicopter prefab
6 Years Ago
[D11][UI] - Cosmetic tweaks to Options menu
6 Years Ago
[D11] cherrypick 36859,36892 to fix some problems getting into game
6 Years Ago
[D11] remove same unused stuff as removed on the hdrp branch. Some by-hand prefab merges here, might have to come back and compare by eye but I think they only changed for the purpose of deleting missing scripts.
6 Years Ago
Fixed server compile
6 Years Ago
Adjusted saddle to fit new horse
6 Years Ago
[D11] [UI] Sleeping bag map markers fix and implementation.
6 Years Ago
Added player.tickrate_cl and player.tickrate_sv convars (both are set on the server)
6 Years Ago
Optimized Vis.Entities / Vis.Components / Vis.EntityComponents further
6 Years Ago
Stripped collider batching entirely to fix some remaining performance overhead (particularly in Vis.Entities / Vis.Colliders)
6 Years Ago
Improved entity registry performance (particularly ToBaseEntity)
6 Years Ago
Mission prerequisites
6 Years Ago
Merge the latest to my mission branch
6 Years Ago
Added and enabled impostor renderer Updated tree impostor materials and prefabs
6 Years Ago
Added upgraded foliage, folige billboard and ocean shaders
6 Years Ago
Added latest ASE + updated hdrpLit template
6 Years Ago
compile fix
6 Years Ago
optimization pass
6 Years Ago
Backup
6 Years Ago
Bundle tweak
6 Years Ago
Missing file
6 Years Ago
Radtown progress
6 Years Ago
Fixed coverage queries (e.g. flares)
6 Years Ago
Fixed some issues with C4 being able to be thrown through walls as well as damaging stuff through walls.
6 Years Ago
Removed impostor debug message
6 Years Ago
Water system updates (wip) Impostor renderer updates (wip) Texture array tools updates