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154,458 Commits over 4,536 Days - 1.42cph!

2 Years Ago
Renamed bridge to swamp in terrain paint modes (as that's what it's actually painting)
2 Years Ago
Replacing several Pool.GetList and FreeList with the new Pool.Get and FreeUnmanaged (post merge cleanup)
2 Years Ago
Tightened the terrain filters for hill cliffs and added Railside in 'topology not' to widen detection chance of rail
2 Years Ago
switched out prefab CompareTo to explicit implementation to avoid boxing
2 Years Ago
Animated variants
2 Years Ago
Removing Terrain_Distance from Shader.SetGlobalTexture as its unused on the shader side (all use cases covered by Terrain_ShoreVector)
2 Years Ago
CraggyIsland TopologyMap fixes
2 Years Ago
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2 Years Ago
Wallpaper page
2 Years Ago
Fix editor only code being used outside of editor directives
2 Years Ago
merge from main
2 Years Ago
post-merge waterinfo query fix
2 Years Ago
Add more weapons to editor combat loadout
2 Years Ago
Make targetting component more robust, make wolves react more believably when shot with long range weapons
2 Years Ago
merge DPV->world_update_2
2 Years Ago
Undo meta guid changes on wallpaper textures from previous merges
2 Years Ago
TerrainTexturing.ShoreVector doesn't need to take water volumes into account (this was from when lakes were using water volumes)
2 Years Ago
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2 Years Ago
Merge from elevator_parenting (includes tunnel network layer visibility system)
2 Years Ago
Post merge formatting fixes
2 Years Ago
Network++ Save++
2 Years Ago
2 Years Ago
Removed WaterSystem.GetHeight / GetNormal / MinLevel / MaxLevel as several places were misusing it (everything should go through WaterLevel)
2 Years Ago
merge FrontierHazmat->world_update_2
2 Years Ago
Update: pool.print_memory now allows to filter by T, case sensitie Will be useful in narrowing down leaks in a more precise fashion Tests: Ran the command with/without filter args
2 Years Ago
merge from arabic
2 Years Ago
Moved back the font ttf files to the Fonts root folder so community UI can load them correctly Fallback to TMP default font if the font loading failed
2 Years Ago
merge from store-ui-dlc-pages
2 Years Ago
Main Camera post merge prefab fix
2 Years Ago
WaterLevel post merge compile fix
2 Years Ago
Merge from main (this will likely need some post-merge fixes)
2 Years Ago
merge from wallpaper
2 Years Ago
Wallpaper commands minor additions: - Pick the random skin using the item skin list instead of using an hardcoded ID range - Check both the skin name and english display name during name recognition
2 Years Ago
Fix LOD errors
2 Years Ago
merge main->FrontierHazmat
2 Years Ago
Added a bunch of terrain filters to coastal rocks to prevent road/rail spawning
2 Years Ago
Attempt to fix weird bug where fence mesh renderers do not keep both materials at runtime
2 Years Ago
merge main->dpv
2 Years Ago
Fixed floor spikes giibs spawning twice
2 Years Ago
Fixed large water catcher gibs incorrect materials
2 Years Ago
Rolled the right hand aim pass into the aim pose component, improves performance and solves a bunch of order of execution issues. Right hand aim now happens after the aim pose solver and before the left hand IK pass
2 Years Ago
Remove a runtime allocation (will still trigger in the editor for some tooling purposes) Refactor the SingleBoneAimComponent in preparation for rolling it into AimPose component
2 Years Ago
Added ViewmodelAttachmentOverride component, can be added to the root of a viewmodel to override which transform is used when spawning a viewmodel Mostly for more precise scope placement
2 Years Ago
Set up GameobejctToggleState components on reload
2 Years Ago
Remove wallpaper_radius command Remove setwallpaper and removewallpaper commands in the ent command Added add_wallpaper_radius, will add wallpaper to any walls in the radius if they don't have a wallpaper, uses the provided skin id (name or id) Added change_wallpaper_radius, will modify any wallappers in the radius to the provided wallpaper Both of the above convars can now take -1 as a skin id and a random wallpaper will be used Added clear_wallpaper_radius, will remove any wallpapers in the given radius
2 Years Ago
Merge TrainDecouplingImprovements -> main
2 Years Ago
Increase ProceduralMapRailSimple default size to one that actually has rails
2 Years Ago
Merge from wallpaper
2 Years Ago
wallpaper_radius now supports a name parameter, it checks that the name of the inventory asset in unity contains the provided string eg. "wallpaper_radius retroa 100" and "wallpaper_radius 10249 100" will both set all wallpapers in 100m to that skin Be mindful when using the name option that it will return the first match, so passing "retro" as a name will return the RetroA skin
2 Years Ago
Added wallpaper_radius command, works the same as upgrade_radius