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140,402 Commits over 4,383 Days - 1.33cph!

2 Years Ago
Further changes to 'WhatUsesThis'
2 Years Ago
Updates to WorkshopItemEditor, removed debug code
2 Years Ago
player update. setting up 3p m39 rifle anim set
2 Years Ago
removed old mesh setup from v_sks.viewmodel prefab
2 Years Ago
viewmodel updates - material fix on prefab - added bullet mesh, textures & mat, added as child of mag - attachment tweaks
2 Years Ago
Undoing unwanted changes to materials
2 Years Ago
Player update. 3p semi auto rifle anim set exported/setup
2 Years Ago
Adding missing shaders
2 Years Ago
Update wire parented positions only when the parent entity is busy (door opening/closing)
2 Years Ago
merge from ScaleBySpeed_server_optimisation
2 Years Ago
merge from fix_horse_bullet_penetration
2 Years Ago
merge from fix_steam_nickname_slow_refresh
2 Years Ago
merge from viewmodelrenderers
2 Years Ago
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2 Years Ago
Subtracting 96103
2 Years Ago
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2 Years Ago
Updated changes to normal map fix
2 Years Ago
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2 Years Ago
Auto pair when deployed, if you have code lock access
2 Years Ago
New version of normal map fix
2 Years Ago
merge from nexus
2 Years Ago
merge from tutorial_menu_improvements
2 Years Ago
merge from fix_demo_disk_quota
2 Years Ago
merge from industrial_conveyor_quickmove
2 Years Ago
merge from dismount_netting_fix
2 Years Ago
Added a new QuickMove path for Industrial conveyors, bypasses having to create a SplitItem (and the associated GC) Should also reduce general item churn issues as the most common conveyor scenario (moving some items from one stack to another) will no longer involve making a new item Should be no gameplay difference
2 Years Ago
Added a metal detector mission objective
2 Years Ago
Added hinges to the van doors
2 Years Ago
Merge from explosions
2 Years Ago
Both flamethrowers with viewmodelrenderers and effect parents setup
2 Years Ago
Match import fbx offsets exactly
2 Years Ago
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2 Years Ago
First pass on dedicated vm animator handling script for sks Uses new IViewmodelComponent interface, will probably come in handy in the future
2 Years Ago
Marked ScaleBySpeed as IClientComponent, fixes it running pointlessly on the server as it's only used for visual effects (0.15ms a frame in recent profiler snapshot!) Cleaned up RealmedRemove components on SImpleShark and boogieboard.deployed, all other instances of ScaleBySpeed were correctly being removed on the server Marked TriggerPlayerTimer as IServerComponent, it's only used on the boogie board server side
2 Years Ago
Properly aligned sharp coastal cliffs Medium cliff variant test
2 Years Ago
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2 Years Ago
Merge from mission_improvements_may_24
2 Years Ago
Fixed escape key not working anywhere
2 Years Ago
viewmodel updates inc bolt states & triggers
2 Years Ago
- Rearranged and updated prefabs, separated meshes and made doors separate, updated LODs and colliders
2 Years Ago
viewmodel updates
2 Years Ago
Switch asset warmup to use the existing Timing class Hook Timing events and send to Azure inside performance analytics (so we can assossiate load times -> hardware)
2 Years Ago
Merge from unity_2022.3.24
2 Years Ago
Merge from main
2 Years Ago
Fixed a bunch of places in PlayerWalkMovement setting Rigidbody.velocity without checking isKinematic
2 Years Ago
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2 Years Ago
More fucking around with Unity.AI.Navigation
2 Years Ago
Analytics for asset warmup & prefab warmup
2 Years Ago
Maybe fix hostile UI sometimes not showing if you're inside a safe zone
2 Years Ago
merge from fix_ammo_unload_drop