130,751 Commits over 4,232 Days - 1.29cph!

37 Days Ago
merge from naval_update
37 Days Ago
Phrases update
37 Days Ago
Compile fix
37 Days Ago
Fixed phrase conflict in PickupErrors
37 Days Ago
Merge from main. (taking oilrig changes from main)
37 Days Ago
naval_update -> naval_update/gun_turret
37 Days Ago
Merge from monument_notification_sounds
37 Days Ago
Increment network protocol for new RPC's
37 Days Ago
Bug fix for a selection of player update animations
38 Days Ago
Merge: from main
38 Days Ago
Restore changes
38 Days Ago
Merge from main
38 Days Ago
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38 Days Ago
commit of annoying material list that keep modifying until committed
38 Days Ago
FC2 scene to prefab
38 Days Ago
disabling lightgroupattime throughout for now
38 Days Ago
Weather changes when entering the portal, getting progressively worse until you reach the end Players are only teleported once they fully cross the portal
38 Days Ago
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38 Days Ago
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38 Days Ago
merge from dome_diesel
38 Days Ago
2 Dome diesel spawns moved to puzzle
38 Days Ago
commit of annoying material list that keep modifying until committed
38 Days Ago
carrying on with lighting pass, fill lights for bespoke segments throughout floating city 2 added some dim fill lights to bridge prefabs to accelerate lighting throughout levels wherever they are
38 Days Ago
subtract 132375 132374
38 Days Ago
subtract 132376 merge from monument_notification_sounds
38 Days Ago
merge from monument_notification_sounds
38 Days Ago
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38 Days Ago
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38 Days Ago
merge from satdish_puzzle
38 Days Ago
Fixed BP fragment not spawning after being looted at satelite dish monument
38 Days Ago
Replace normal sprinkler visuals with "new" sprinkler_model in electric.sprinkler.deployed prefab
38 Days Ago
Add new sprinkler_model prefab that has two set of renderers: one for skinned meshes and one for normal renderers - reduce skinned LODs from 3-> 2 since the AnimatorLOD will turn off the renderers once they are past 25m (meaning it will switch to placeholder renderers) - reduce unskinned LODs from 4->3 since the 4th LOD was messed up (still hide after 100m)
38 Days Ago
Add SkinnedPlaceholder component that will switch between skinned & normal mesh renderers depending on the animator being active - can check animator for bool parameter and check if it's in a known inactive state - poll every 5s (configurable) to see if the animator is inactive - send event when the animator is activated from EntityFlags_Animator
38 Days Ago
More spawning
38 Days Ago
merge from modding_cui_merges -> main
38 Days Ago
Fix verticalNormalizedPosition not starting at 1 (top of screen)
38 Days Ago
- fix pivot missing from normal UI elements - fix rotation missing from ScrollRect
38 Days Ago
Make new empty methods for oxide to hook, original ones got deleted when fighting with codegen
38 Days Ago
merge from main -> modding_cui_merges
38 Days Ago
merge from optimize_windows_console -> main - fix colored text being logged on main thread instead of queued to console thread
38 Days Ago
merge from fix_puzzle_reset_analytics -> main
38 Days Ago
Fix puzzle analytics having "Submit()" commented out. whoops
38 Days Ago
Spawning
38 Days Ago
Switch the default limitBias of the effect mipmap group from +1 -> +0 to rule out the mipmap from being stripped out at build time (even though the setting is disabled, who knows)
38 Days Ago
merge from main -> test_effect_quality
38 Days Ago
Codegen
38 Days Ago
Fix showing "Died to KillerName" with random death reason when joining a server at the start of a wipe - caused by lifestory being persisted from a previous wipe in the death database - include wipeId inside the LifeStory protobuf and invalidate the lifestory when loading if the wipe id doesn't match
38 Days Ago
Finalized sculpt
38 Days Ago
Fix nothing actually rendering with new Graphics.DrawMeshInstancedIndirect based draw call submission