233,527 Commits over 3,775 Days - 2.58cph!

4 Years Ago
Even more localization
4 Years Ago
More localization stuff
4 Years Ago
WIP support for other languages
4 Years Ago
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4 Years Ago
Added conversion utilities for all the other LOD components etc.
4 Years Ago
fixed boat mesh (holes) and collider
4 Years Ago
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4 Years Ago
Updated triangle grill and ladder hatch bounds (Fixes damage not applied when hit on the edges)
4 Years Ago
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4 Years Ago
merge from main
4 Years Ago
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4 Years Ago
vehicle missing key start failure sounds
4 Years Ago
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4 Years Ago
TTT: Optimised streaming of end-of-round report (#1678) * Optimised SCORE:StreamToClients implementation - ``SCORE:StreamToClients`` now compresses its contents before sending it to the client - Optimised sending the event payload in multiple parts, specifically by separating the part-splitting net message from the final arrival message. This introduces a new net message ``TTT_ReportStream_Part``. - Event table sorting now happens after it's read on the client instead of before it's written on the server - Raised the part separation limit to 65529 from 65500 Some additional small changes to the surrounding file: - GetDamageType is no longer converted to a string in kill events as TableToJSON no longer as an issue encoding large integers - CurTime is no longer rounded in events, causing events happening at near the same time to be ordered properly - Changed pairs ``SCORE.Events`` loop to numeric-for New net message specs: - ``TTT_ReportStream``: UInt-16 length, BinaryString[length] data - ``TTT_ReportStream_Part``: BinaryString[65529] data
4 Years Ago
Split-screen proof of concept Merge branch 'master' into split-screen Switch between split-screen and one camera on player death Animate transition from split-screen to single camera Update Jenkinsfile !redux Fixed going back to split-screen after reviving a player Fixed respawn pod regression !redux Merge remote-tracking branch 'origin/master' into split-screen Rotating split screen proof of concept First attempt at transition between single and split screen Working on fixing split-screen transition on death / revive Much much better split-screen camera positioning Fixed how view scale changes when transitioning to split-screen Merge remote-tracking branch 'origin/master' into split-screen Fixed transition to single screen on player death Fixed visual hitch on respawning player !redux Merge remote-tracking branch 'origin/master' into split-screen !redux Include Unlit/Texture shader in builds !redux Speech bubbles are now in world space Merge remote-tracking branch 'origin/master' into split-screen Speech bubbles are now per-screen in splitscreen Simpler approach to splitscreen speech bubbles Revert "Speech bubbles are now per-screen in splitscreen" This reverts commit a0677a791c53b73b2529c051b9da29c099311e77. Revert "Speech bubbles are now in world space" This reverts commit 2c1a7c72f1549ae85ac8dc597a00c3c10d23a3c4. Merge branch 'speech-bubbles' into split-screen Merge remote-tracking branch 'origin/master' into split-screen Big speech bubble positioning refactor Merge remote-tracking branch 'origin/master' into split-screen Started work on Vignette split-screen support Vignette fully works in split-screen Fixed audio listener position in split-screen Making sure single-screen co-op still works Can now switch between single cam and split-screen in settings Merge branch 'split-screen' Merge remote-tracking branch 'origin/master' !redux
4 Years Ago
Making sure single-screen co-op still works Can now switch between single cam and split-screen in settings
4 Years Ago
4 Years Ago
Quadruple console history log if game is started with developer 1 or higher A different approach to newline rebuilding in console deduplication to hopefully fix the scrollbar issue
4 Years Ago
Tidied up and commented code, added a test to compare to RendererLOD
4 Years Ago
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4 Years Ago
Do not allow the ERROR model's material refcount go below 0
4 Years Ago
Now performing culling jobs only on tiles and batches that are visible.
4 Years Ago
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4 Years Ago
Scene2Prefab Bandit town
4 Years Ago
Cleanup + moved heli vendor stuff into its own prefab for later merges Updated bandit town lighting prefab with vendor lighting setup
4 Years Ago
static vehicle parts props prefabs
4 Years Ago
added sign at gate of heli vendor + set dressed the area around it
4 Years Ago
Early exit from LODCell.ChangeLOD if the cell distance hasn't changed much (uses a percentage so farther cells are skipped more when moving around) Add profiler samples for LODGrid, RendererGrid, FoliageGrid, and WorldGrid's inner loop
4 Years Ago
More work on locks and keys for cars. Added a "free" bool to ItemCrafter methods for crafting items for free.
4 Years Ago
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▄▄▋▌▇ ▆▍▍▋▅ ▄▅▄ ▆▊▊ ▋▍▍██▋ ▍▋▉▌▇▅▍ + ▍█▄ ▍▅▄▍ + ▅▊▄▆▉▋▌▇▌ ▆▌▋▊
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4 Years Ago
Key and lock crafting class and UI work
4 Years Ago
▉▅▊▆▄ ▊▊█_▇▄▌▌▄ ▊▉▋█▄▌ ▇▄▍█. ▊▆▍▋▇ ▅▉▇▆ ▋▄▍ ▋▊▊█▉ ▆▌▅▍▇▉▌ ▊▇ █▉▊▄▆▋▉ ▋▍ ▍▅▌▇ ▆▌▊▊ ▄▍▋▋ ▄ ▌▉▇▅▆▌█▇ ▋▄▅▍▋▍▊▆, ▉▆█▄▋▊▇ ▋▌▉▆ ▇▊█▍ > ▍▉% ▇▋▄▊▄▉▊
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▍▆▉▉▊▍▆▍_▄▍▊▉ ▍▅█▌▅ ▆▋▅ ▊▆▍▊▍ ▍▆█▇▅▆█▉▍, ▍▊▅▉▍ ▌▍▄▇▊ ▋▍▌▊▄ (▄▆▇ ▌▉▅ ▊▇▍▊▊▋ ▌▊▌▊▆ ▍▍▆▌▊▊▆▍?)
4 Years Ago
Started work on Vignette split-screen support Vignette fully works in split-screen Fixed audio listener position in split-screen
4 Years Ago
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4 Years Ago
swap attack tweaks tentacle wobbling sfx tweaks tentacle bomb tweaks
4 Years Ago
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