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145,581 Commits over 4,444 Days - 1.36cph!

34 Days Ago
Pool table deployable
34 Days Ago
Honey bandage: - Increased stack size from 3 -> 5. - Added 6 healing over time.
34 Days Ago
merge from mortar_prototype
34 Days Ago
Fix mortar animation handles not getting disposed of properly in demos
34 Days Ago
Splitter evaluator
34 Days Ago
blockout playground models from yesterday
34 Days Ago
some visual tweaks to bench_b
34 Days Ago
adding more decorative benches to replace the large bulky one replaced the old one with new ones in scene also plugged some doorways in the apartment_b prefabs
34 Days Ago
Added downloading from URL, supports mp3/wav/ogg, update clip time Ability to change audio clips on the fly, added clip download request and caching, error handling Clear all audio clips out of memory &/or pending requests on disconnect
34 Days Ago
Full rebuild param handling from Jenkins end
34 Days Ago
Fixed charm picker not working when skins_access was set to 1
34 Days Ago
Merge from shot_dub_fixes
34 Days Ago
Added per axis dubbing override tracks (pan/tilt/roll)
34 Days Ago
Fixed position demo dubbing track displaying as "Position/Rotation" (was only doing position under the hood, was just mislabelled) Fixed DoF dubbing changes not recording
34 Days Ago
Fix hole Remove with swapback for transform instance data
34 Days Ago
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Added new mesh.reducebonecountonlowlod convar, adjusts bone quality on skinned meshes spawned with a player LOD0 - Auto LOD1 - 2 Bones LOD2/3/4 - 1 Bone These use LODGroups so the LOD is calculated based on screen height, making the quality change imperceptible Might have scraped a quarter of a millisecond in a stress test? Hard to judge Defaults to on
34 Days Ago
Fixed wrong item id on ballistic vest
34 Days Ago
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
34 Days Ago
Replaced the old gesture based NPC wave with a new state on the child animator Also did a bit of cleanup on the wave code, instead of every shopkeeper in the world doing a Vis sweep every 5-10s just do a distance check based on nearby subscribers Makes the process free if no players are around, saves around 0.03ms each invoke
34 Days Ago
Replaced the stack of 4 sub systems on the vendor with a single animator controller
34 Days Ago
Handle clearing hole maps when instance count drops to 0 Increase foliage hole sampling radius to prevent foliage in holes
34 Days Ago
fix player_model changes stomped in merge
34 Days Ago
Combined building planner and boat building planner, swap between using radial menu. IT doesnt actually swap though only the context menu works for now
34 Days Ago
Memory cell evaluator
34 Days Ago
Root combiner distributes drain evenly on batteries connected to its inputs
34 Days Ago
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34 Days Ago
Evaluator refactoring
34 Days Ago
Some tooltips
34 Days Ago
Merge from auto_particle_cinematics
34 Days Ago
Compile fix
34 Days Ago
Fixed EffectREcycle still recycling the effect if cinematic particle system mode is active when the particle is dragged into the scene
34 Days Ago
Branch and blocker evaluators Some cleanup and fixes
34 Days Ago
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34 Days Ago
merge from main
34 Days Ago
Batteries tick flow. Charged and depleted on the same tick Bug fixes and refactoring
35 Days Ago
hackweek illuminated pressure pad; - placeholder model and emissive for pressure pad skin. - pad illuminates in the same fashion as the illuminated buttons when it has power supplied. https://files.facepunch.com/curtis/1b1211b1/12_05-05-ScholarlyYardant.mp4
35 Days Ago
Initial baseline to AudioSourceEntity Prefab setup, manifest, protos https://files.facepunch.com/raul/1b1111b1/11_20-53-MediumgoldenrodRoebuck.mp4
35 Days Ago
Unity 6.3.15f1
35 Days Ago
Merge from unity_6.3.11
35 Days Ago
Finalized D. B fixes. Scene backup.
35 Days Ago
Fixed apartment lights having a bunch of unintended culling layers and causing warnings.
35 Days Ago
Various D fixes.
35 Days Ago
Cleaned C and set correct layers.
35 Days Ago
Update SetFlag to accept a specific update/send type. Makes it less easy to make the mistake of doing multiple send network updates in one go and allows for some neater one-line invokes Added some SetFlags methods that accept multiple flag set arguments, allows setting multiple flag values in one go before doing a single send and avoids multiple invokes of OnFlagsChanged
35 Days Ago
Shifted a sign for render order purposes.
35 Days Ago
Fix item pooling error when demo scrubbing (copying over flavien's changes)