195,749 Commits over 4,110 Days - 1.98cph!

3 Years Ago
Poster scene backups
3 Years Ago
Merge from xmas_2022
3 Years Ago
merge from main
3 Years Ago
Disable underground layers for network visibility grid Recalculate network groups for entities when loading saves
3 Years Ago
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3 Years Ago
Fixed one rowboat mount point not working
3 Years Ago
Lighting pass on Bandit WIP
3 Years Ago
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3 Years Ago
updated with damian's new prefabs
3 Years Ago
Create, size and init an AIInformationZone for dungeon instances. AIInformationZone can be manually init'd.
3 Years Ago
dwelling prefab spawns gingerbread man
3 Years Ago
Xmas tunnel entrance mound
3 Years Ago
Updated albedo texture for gingerbread barricades and gingerbread wooden crate
3 Years Ago
Made chocolate trims texture brighter Added more padding Tweaked chocolate UVs on the entrance
3 Years Ago
Run "Autofill MapRenderers" on all the xmas dungeon cell prefabs so they will render on the map
3 Years Ago
Merge from dungeon_map
3 Years Ago
Created LODs and proper colliders for the xmas tunnel entrance Set collider type to gingerbread
3 Years Ago
Fix dungeon map layer not re-rendering when switching to a different dungeon
3 Years Ago
Add dungeon map layer button to map UI Auto disable dungeon map layer when no longer in a dungeon Fixes to get the dungeon to actually show up on the map
3 Years Ago
rebuild bandit town xmas prefab , re nested prefabs, created individual ice roof per building, S2P
3 Years Ago
Merge from water5
3 Years Ago
more cleanup/refactor/wip
3 Years Ago
some fixes, more wip, codegen
3 Years Ago
Added queue barrier
3 Years Ago
some cleanup / deletion
3 Years Ago
more grid wip
3 Years Ago
Tweak
3 Years Ago
Fixed issues with submarine transitions. Added window shader materials etc.
3 Years Ago
Adjustments
3 Years Ago
S2P'd fishing ABC
3 Years Ago
Further optimized A. Renamed some xmas monu prefabs for naming consistency.
3 Years Ago
Reverted this variant of the xmas light strip to fix missing embedded lights, and reapplied the batching script
3 Years Ago
Further optimization on C
3 Years Ago
Village B bounce light pass and light optimization. Static advent star LOD distance tweaks
3 Years Ago
Restored Petur's caboose minilights. Issues with CullingVolume cured.
3 Years Ago
Progress on adding a new map layer for dungeons
3 Years Ago
Removed the 'bugreporter' key bind from the key bind options menu - it's unused anywhere in the project. Note this is NOT the F7 report key, which is functional but cannot be rebound.
3 Years Ago
Don't bother checking keycode FX if the whole object is disabled
3 Years Ago
Merge Main -> QOL Dec 22
3 Years Ago
No detail alpha by default for CarKeypad material
3 Years Ago
Car keypads now look progressively more damaged, like the main vehicle does
3 Years Ago
Code lock vehicle models now fall off when the door panels that they're attached to fall off (don't worry - the actual lock still functions though)
3 Years Ago
Hooked up destroyable vehicle lock FX. Refactored the code lock visual script. Moved LODComponent to just before the standard time in execution order, so that other scripts can cancel out the effects of PlayOnShow in their own OnEnable methods if necessary.
3 Years Ago
Fix ridge UV's
3 Years Ago
Combiner prefab setup Move pipe rendering into a child prefab for easier updates across all colour prefabs Remove multi sub mesh support, everything is using the same material now
3 Years Ago
Merge from xmas_2022
3 Years Ago
Root merge
3 Years Ago
Merge from main
3 Years Ago
UV changes
3 Years Ago
merge main to release RC