140,544 Commits over 4,505 Days - 1.30cph!

7 Years Ago
Camera shake commands [amplitude, frequency, duration]
7 Years Ago
Better lods, remove art from server
7 Years Ago
Fluid splitter model hookup + icon +gibs
7 Years Ago
Fix presets, which had lost their item assignments
7 Years Ago
Sprinkler model hookup + gibs + icon
7 Years Ago
Show a better error when attempting to play the same demo that is already playing
7 Years Ago
Set debug camera fov/zoom length to value (debugcamera_fov <value>)
7 Years Ago
Setting emission colour to 1,1,1 instead of 0,0,0 so that the shader gets compiled with _EMISSION keyword, even though we want it non-emissive initially
7 Years Ago
Fix camera lerp bounce issue at lower values. Convar to enable/disable camera lerp 'locomotion'
7 Years Ago
Gauge lights
7 Years Ago
More lights work
7 Years Ago
Applied fixes
7 Years Ago
Tweaks and fixes
7 Years Ago
Added audio for lights toggle
7 Years Ago
Add env.cloudrotation convar
7 Years Ago
Allow lights use with engine off
7 Years Ago
Remove evil red glow
7 Years Ago
Merge from benchmark
7 Years Ago
Merge from main
7 Years Ago
Car lights initial work
7 Years Ago
Merge from main
7 Years Ago
Finished off the rest of the benchmark setup
7 Years Ago
Merge from cinematic_tools
7 Years Ago
A benchmark for FoliageGrid
7 Years Ago
Reworked fertilizer consumption and some optimisation.
7 Years Ago
All consolidated into one BRG, bug fixes etc.
7 Years Ago
[D11] 3D asset optimisations
7 Years Ago
[D11] Restart and return to frontend at end of demo [TEMP]
7 Years Ago
Added Fluid Splitter model and materials + gibs
7 Years Ago
Monuments HDRP upgrade (power sub stations)
7 Years Ago
merge from main
7 Years Ago
ProjectVersion.txt
7 Years Ago
Monuments HDRP upgrade (quarries)
7 Years Ago
automatically disable clientside entity caching for demo recording
7 Years Ago
gene bonus balance tweaks
7 Years Ago
Removed old lighting prefab used in monument scenes
7 Years Ago
Monuments HDRP upgrade (ice lakes, lighthouse, harbor1, military tunnels, compound, bandit town) Decentralizing rocks/cliff placement from certain scenes into nested prefabs to avoid data loss in the future Added missing monument topology to caves
7 Years Ago
Fix a bonus being applied twice in yield calc.
7 Years Ago
Moved to a singular BRG for the whole grid
7 Years Ago
yield pool serialization
7 Years Ago
more wip yield changes
7 Years Ago
Fixed several client-only projectile instantiates calling SetActive instead of AwakeFromInstantiate (this would leak with pooling, although none of these currently appear to be using pooling)
7 Years Ago
BaseProjectile.ServerUse correctly returns its temporary hit list to the pool
7 Years Ago
SetFlag invalidates network cache even if called without sending a network update SendIONetworkUpdate no longer calls InvalidateNetworkCache (since it is now correctly done in SetFlag)
7 Years Ago
Yield pool basic implementation
7 Years Ago
[D11][3450] Adjusted outline shader.
7 Years Ago
[D11][3450] Scrap piles now have a *temporary* outline shader applied.
7 Years Ago
merge from main
7 Years Ago
merge from shotguntrap_cave_fix
7 Years Ago
protocol++