125,568 Commits over 4,171 Days - 1.25cph!

6 Years Ago
Collider conditional fix for physics going crazy on SetActive
6 Years Ago
Fix health visuals not updating
6 Years Ago
Fluid switch now disregards gravity checks if powered via pump power input
6 Years Ago
MC inventory loadout edit
6 Years Ago
Cache ParticleSystem and LODComponentParticleSystem in ParticleSystemContainer; was generating garbage and generally being slow.
6 Years Ago
Sprinkler now runs while it has water input, updated water storage logic to be more in line with other IO entities
6 Years Ago
Additional profiling
6 Years Ago
Add support for gravity restrictions (if a fuel source is lower than the entity it can't use it)
6 Years Ago
Merge from Main->Vehicles
6 Years Ago
Disabling more vehicle updates when asleep + minor edits
6 Years Ago
Handle reverse speed
6 Years Ago
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6 Years Ago
Another wake/sleep fix
6 Years Ago
Better car sleep solution.
6 Years Ago
Planter + Composter panel prefabs
6 Years Ago
Merge from firework_benchmark
6 Years Ago
Fixed compile error
6 Years Ago
Updated scene list
6 Years Ago
Merge from firework_benchmark
6 Years Ago
Firework benchmark
6 Years Ago
...
6 Years Ago
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6 Years Ago
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6 Years Ago
Intersection regression fix
6 Years Ago
Don't regenerate ASE template menus in batch mode
6 Years Ago
Smoothing regression fix for non-circular paths
6 Years Ago
[D11] Updated manifest
6 Years Ago
Added circular path support to path interpolator (smooth start / end transition of the ring road)
6 Years Ago
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6 Years Ago
[D11] + Removed old script from loot_barrel_1 and loot_barrel_2 and assigned a new one, allowing the objects to change LODs
6 Years Ago
[D11][#3295] Changed smoke texture to be a static images rather than a spritesheet to free up another 8 or 9 FPS. (On an Xbox1X)
6 Years Ago
merge from main
6 Years Ago
Merge from skeleton optimizations
6 Years Ago
Fixed skin tint for female underwear
6 Years Ago
Assigned road and river meshes in the procedural map and road test scenes
6 Years Ago
Use custom mesh for road and river mesh generation (morphed along the spline) Fixed a bug in the road and riger terrain adjustment distance calculation that would cause some weird visual glitches
6 Years Ago
Bug fixes + setup
6 Years Ago
Fixed terrain normal detail
6 Years Ago
[D11] + Fix to garage door in launch site (Broken mesh filter attatched to parent, causing object to cull randomly on server)
6 Years Ago
[D11] Fix for bandit town windmill vane
6 Years Ago
[D11] + office_planter_300 culling at LOD 1 - fixed
6 Years Ago
Creosote bush LODs/prefabs
6 Years Ago
[D11] Server compile fix
6 Years Ago
[D11][UI] Unload controller images when not needed
6 Years Ago
Re-enabled ring road in world_setup_v3 prefab, more forgiving harbor placement filters
6 Years Ago
Ground value calc changes.
6 Years Ago
Merge from life_stats_merge
6 Years Ago
Subtract the life_stats subtraction
6 Years Ago
Cherry pick 46022
6 Years Ago
Oasis new build - smaller bodies of water for oasis, grass and forests in oasis come closer to water line, forests are 100% arid in the desert, hilltop topology doesnt exist on sand dunes