192,985 Commits over 4,049 Days - 1.99cph!

6 Years Ago
[D11] DTLS network API 'read' implemented. Game now functions with single client connection.
6 Years Ago
Mission UI work
6 Years Ago
Compiling with no errors
6 Years Ago
Fixing deed loading issues
6 Years Ago
militun scene2prefab
6 Years Ago
new human ai baseline
6 Years Ago
Scene
6 Years Ago
Various miltunnel fixes & optimisations.
6 Years Ago
Cherry picked 32542, 32545, 32546 from oil_rig/cull_debug
6 Years Ago
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6 Years Ago
Toggled IsDynamic on all cargoship lights; updated prefab
6 Years Ago
Added IsDynamic toggle to lightoccludee; currently only disables culling via occlusion
6 Years Ago
Cleanup.
6 Years Ago
Preliminary light culling added to the mil tunnels. Fixed broken flares in the mil tunnels. Cloning vat fx improvements. Fixed fumes & sparks in tunnels.
6 Years Ago
Removed light component hard requirement from light occludee
6 Years Ago
[D11] Changing sorting on Door KeyCode actions (So that Lock/Unlock are ahead of ChangeCode)
6 Years Ago
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6 Years Ago
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6 Years Ago
[D11][Tutorial] Tutorial objectives is now it's own class/gameobject, removed title and changed sub text colour, updated tutorial events
6 Years Ago
Changed instancing variant stripping to keep all
6 Years Ago
Addd Tools/Textures/Texture Array Creator
6 Years Ago
Better multiplayer support env_zoom and point_viewcontrol env_screenoverlay will now disable its overlay if it was enabled when it is removed
6 Years Ago
Bullshit fixes
6 Years Ago
[D11][UI] Added more information to the sleeping player stats screen
6 Years Ago
[D11] [UI] changed the health bar to be green while you're attacking an creature but not while it's an object
6 Years Ago
[D11] Autosprint enabled for noclip, Auto-reload if ammo unloaded
6 Years Ago
Updated neutral_dungeon_lighting prefab
6 Years Ago
Enabled instancing path for deferred mesh decals (testing)
6 Years Ago
Disabled the shimmer on hobobarrel_static.
6 Years Ago
Moved some mats away from the decal shader.
6 Years Ago
Fixed broken deferred mesh decals Fixed indirect light flickering on deferred mesh decals Removed unnecessary options from deferred mesh decal shaders to speed up compilation
6 Years Ago
[D11] Item quick actions on multiple items are now sorted after being combined, rather than only per item (eg with a door and a keylock together). Removed Photo Mode buttons, and added a small delay to popups opening. LookAtTooltip now updates when secondary actions are performed.
6 Years Ago
[D11][UI][#792] Fixed issue with splitting stacks inside gambling wheel
6 Years Ago
added some ladders, climbable areas
6 Years Ago
Removed non MRT blending fallback paths
6 Years Ago
[D11][UI][#935] Added navigation options for empty weapon attachment slots and fixed crash when attempting to remove an empty weapon slot
6 Years Ago
[D11][UI][#902][#928] Moved to sleepingbag popup definitions to popupsystem to avoid issues with sleeping bags
6 Years Ago
[D11] [UI] Fixed missing method in PlayerCorpseStatPanel
6 Years Ago
[D11] [UI] Fixed soft lock when opening in-game options menu with corpse player stats page open. Fixed certain menus forcing the player to stand up when being opened.
6 Years Ago
For Diogo
6 Years Ago
More WIP
6 Years Ago
merge from heavyscientist
6 Years Ago
ch47 landing behavior fixed ch47 LOD3 having wrong material indicies
6 Years Ago
Added wave displacement option to core/foliage Added overgrowth_floating material Split water shader library into a few more parts
6 Years Ago
Ship style2 deck fixes.
6 Years Ago
[D11][Tutorial] Fix for helicopter bullets not hitting player, finished and cleaned up craft pistol objective
6 Years Ago
Ship exhaust. Ship style2 deck lighting/fx WIP.
6 Years Ago
[D11] [UI] fixed some PS4 only define problems with the new UIHUD
6 Years Ago
[D11] [UI] took out a failing namespace
6 Years Ago
[D11] [UI] adjusted how hiding the HUD works so that we can exclude certain items in certain situations (like the chat panel while the quick chat is open)