137,740 Commits over 4,324 Days - 1.33cph!

5 Years Ago
Sculpts around new cliffs
5 Years Ago
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5 Years Ago
Split off some foam shader variables, sampling foam at different octaves to get a more varied spread.
5 Years Ago
West > mid road area
5 Years Ago
backup
5 Years Ago
Update initial lighting prefabs, added a few extras.
5 Years Ago
More logical/comprehensible oxygen and asphyxiation vitals UI
5 Years Ago
MixerSnapshotManager null check
5 Years Ago
Vitals UI work
5 Years Ago
generic camo texture pattern material variant with desert camo for covered bradley and ch47
5 Years Ago
Desert camo awnings models/prefabs Some awnings folder re-organizing
5 Years Ago
Fixed bullet proof moonpool water
5 Years Ago
Moonpool water collider now uses a box collider rather than a convex mesh collider
5 Years Ago
Refill oxygen while surfaced
5 Years Ago
Switch low oxygen percent display. Although 100 being "no oxygen" sort of makes less sense, it's consistent with everything else we show, so use that.
5 Years Ago
Fix sub oxygen bug
5 Years Ago
More oxygen changes to support subs
5 Years Ago
Diving tank now supplies oxygen based on the player's need for oxygen, rather than their level of being in the water
5 Years Ago
Little bit more
5 Years Ago
Mid area progress. Hapis specific mat fix.
5 Years Ago
merge from main
5 Years Ago
skin approval
5 Years Ago
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5 Years Ago
wip healing item usage
5 Years Ago
Added much improved shoreline waves, attenuating deep ocean waves near the shoreline.
5 Years Ago
Added / Adjusted a number of rock formations anchors due to edge case terrain gaps
5 Years Ago
Fixed "look rotation viewing vector zero" during underwater labs generation (caused by yesterday's changes)
5 Years Ago
Lab count changes to limit excessive blue puzzle module gen
5 Years Ago
WIP prefab setups for spawnable cinematic lights
5 Years Ago
network++
5 Years Ago
Fix some air level checks that should have stayed as water level
5 Years Ago
Working on various air/water stuff. Some refactoring
5 Years Ago
Replace the "Drowning" UI status with a "Low Oxygen" status, so the same warning can be used for low oxygen when not in water (inside a submarine etc). New O2 icon.
5 Years Ago
Initial oxygen work
5 Years Ago
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5 Years Ago
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5 Years Ago
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5 Years Ago
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5 Years Ago
Duo sub minor parent trigger base adjustment to start it slightly below the roof level
5 Years Ago
Start of inner areas
5 Years Ago
Added monument topology around the long underwater lab tubes (since there can be no legs nearby, which would usually add the topology)
5 Years Ago
Added additional TerrainFilter checks to icebergs
5 Years Ago
Desert camo netting generic texture set
5 Years Ago
If underwater lab ends up extremely small (less than 25 segments), retry a couple of different configurations Underwater lab seeds no longer cross contaminate other underwater lab seeds (more consistent results when things are tweaked)
5 Years Ago
Prefab updates to enable the small secondary moonpools
5 Years Ago
Fixed incorrect GenerateDungeonBase socket alignment calculation which prevented certain sockets from correctly acting as male sockets (didn't affect them as female sockets)
5 Years Ago
Better secondary moonpool code
5 Years Ago
Scene backup