198,696 Commits over 4,140 Days - 2.00cph!

5 Years Ago
merge from main
5 Years Ago
skin approval
5 Years Ago
Billboards for arid bushes / added missing leaf sound triggers to prefabs
5 Years Ago
Added mat_dumpmaterials for debugging purposes
5 Years Ago
Reduced wait time in the confirmation dialogs from 2s to 1s Connect confirmation dialog now pings the server and displays info about it Added serverlist.PingServer Fixed potential issues with serverlist.PlayerList (not canceling the request when destroyed too soon, trying to call nil objects)
5 Years Ago
19/11/2020 40300 skin Icons
5 Years Ago
cherrypicking 56411
5 Years Ago
skin pre approval
5 Years Ago
Small amount of boats and rideable horses now spawn procedurally again
5 Years Ago
Undo unintended changes to the example nextbot npc
5 Years Ago
Mostly fix getting stuck on its side
5 Years Ago
Fixed inconsistent NEXTBOT:OnEntity(Lost)Sight behavior
5 Years Ago
HumanNPC cleanup before starting to move stuff out
5 Years Ago
Do not try to precache HL1 models/materials on map load, for cases when HL1 is not even mounted Do not force precache HL2:Lost Coast harpoon either Fixed HL1 scientists screaming non-stop after getting damaged
5 Years Ago
backup
5 Years Ago
merge from main
5 Years Ago
Committing game manifest prefab auto-updates
5 Years Ago
Replaced a bunch of UnityEditor.EditorUtility.SetDirty with UnityEditor.PrefabUtility.SavePrefabAsset in DoPrepare Do I understand why? No. Do the docs explain why? Also, no. Does it fix the bug? Seems to.
5 Years Ago
Added "Assets/Prefabs/Reserialize Selected Prefabs"
5 Years Ago
Fixed spawn handler setting spawn population reference on the prefab instead of the instance (made purchased entities count towards wild entities)
5 Years Ago
more conversion, sense fixes
5 Years Ago
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5 Years Ago
Fixing some movement issues
5 Years Ago
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5 Years Ago
EffectRecycle tweak to ensure we're not reimporting things accidentally on the build server all the time
5 Years Ago
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5 Years Ago
Committing GameManifest LootSpawn generated files (build time debugging)
5 Years Ago
Committing some more prefab auto-updates
5 Years Ago
vm chainsaw - fixed issue with jacket clipping camera
5 Years Ago
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5 Years Ago
EffectRecycle tweak to avoid prefabs thinking they've been edited in DoPrepare when they weren't (probably doesn't do anything)
5 Years Ago
Spice bush and willow bush billboards
5 Years Ago
Shore ice wetness fix
5 Years Ago
merge from lower_face_wearable
5 Years Ago
Shredder colliders
5 Years Ago
Merge from editorselect
5 Years Ago
Added Harbor phone booths
5 Years Ago
Adjust train engine power and drag
5 Years Ago
Train now moves at correct speed on cubic hermite splines using a lookup table. Some slight jitter that I need to look into
5 Years Ago
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5 Years Ago
Working on a lookup table to allow a constant rate of movement along cubic splines. The simple "spline t * distance" system existing in PathInterpolator doesn't account for the shape of the spline, causing the train to slow on curves
5 Years Ago
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5 Years Ago
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5 Years Ago
Debug.editorselectinrange now works in demos and will use the position of the debug camera for it's origin if it is active
5 Years Ago
wip scientist memory/senses conversion
5 Years Ago
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5 Years Ago
More physics work
5 Years Ago
Can now deploy and pick up the drone WIP fixing collision and landing logic