139,215 Commits over 4,474 Days - 1.30cph!

7 Years Ago
further tweaks to road mesh profile
7 Years Ago
removing unused road segments and unused folders for clarity
7 Years Ago
Edited material tiling ratios to work with the provided road mesh rather than agnostic ratios
7 Years Ago
Cherry picking 44411
7 Years Ago
Updated road mesh to be more accurate with respect to the new road textures (both road_a/road_b) Aligned the road segment Z axis, rotated UVs 90 to be correct
7 Years Ago
Fix map not zooming
7 Years Ago
Rework water input gravity calculation to use handle location, not entity location (since water barrel plug is much higher than the water barrel root)
7 Years Ago
Show gravity warning on crosshair when connecting two water entities that need a pump
7 Years Ago
Manifest
7 Years Ago
Merge from main
7 Years Ago
Merge from Fluid IO
7 Years Ago
Collider conditional fix for physics going crazy on SetActive
7 Years Ago
Fix health visuals not updating
7 Years Ago
Fluid switch now disregards gravity checks if powered via pump power input
7 Years Ago
MC inventory loadout edit
7 Years Ago
Cache ParticleSystem and LODComponentParticleSystem in ParticleSystemContainer; was generating garbage and generally being slow.
7 Years Ago
Sprinkler now runs while it has water input, updated water storage logic to be more in line with other IO entities
7 Years Ago
Additional profiling
7 Years Ago
Add support for gravity restrictions (if a fuel source is lower than the entity it can't use it)
7 Years Ago
Merge from Main->Vehicles
7 Years Ago
Disabling more vehicle updates when asleep + minor edits
7 Years Ago
Handle reverse speed
7 Years Ago
Another wake/sleep fix
7 Years Ago
Better car sleep solution.
7 Years Ago
Planter + Composter panel prefabs
7 Years Ago
Merge from firework_benchmark
7 Years Ago
Fixed compile error
7 Years Ago
Updated scene list
7 Years Ago
Merge from firework_benchmark
7 Years Ago
Firework benchmark
7 Years Ago
...
7 Years Ago
Intersection regression fix
7 Years Ago
Don't regenerate ASE template menus in batch mode
7 Years Ago
Smoothing regression fix for non-circular paths
7 Years Ago
[D11] Updated manifest
7 Years Ago
Added circular path support to path interpolator (smooth start / end transition of the ring road)
7 Years Ago
[D11] + Removed old script from loot_barrel_1 and loot_barrel_2 and assigned a new one, allowing the objects to change LODs
7 Years Ago
[D11][#3295] Changed smoke texture to be a static images rather than a spritesheet to free up another 8 or 9 FPS. (On an Xbox1X)
7 Years Ago
merge from main
7 Years Ago
Merge from skeleton optimizations
7 Years Ago
Fixed skin tint for female underwear
7 Years Ago
Assigned road and river meshes in the procedural map and road test scenes
7 Years Ago
Use custom mesh for road and river mesh generation (morphed along the spline) Fixed a bug in the road and riger terrain adjustment distance calculation that would cause some weird visual glitches
7 Years Ago
Bug fixes + setup
7 Years Ago
Fixed terrain normal detail
7 Years Ago
[D11] + Fix to garage door in launch site (Broken mesh filter attatched to parent, causing object to cull randomly on server)
7 Years Ago
[D11] Fix for bandit town windmill vane
7 Years Ago
[D11] + office_planter_300 culling at LOD 1 - fixed
7 Years Ago
Creosote bush LODs/prefabs
7 Years Ago
[D11] Server compile fix