198,864 Commits over 4,140 Days - 2.00cph!

6 Years Ago
Progress
6 Years Ago
[D11] DTLS MTU discovery. Fix for handshake decrypt errors with high latency servers. Updated console test app with latest API.
6 Years Ago
Dealers stop following if follow target is arrested, disconnects, enters a vehicle, or gets too far away (or dies, but that was already in)
6 Years Ago
6 Years Ago
Have dealers not crowd you out so much when following - they don't mind being up to 5m away now.
6 Years Ago
adding LOD model for mortar, grabber, charger, launcher, booster and burner and reducing bone influence to 1 on them switched squad editor FX
6 Years Ago
Compressed the music a bit more
6 Years Ago
Fix simple shader AO channel barely having an effect Fix some simple shader assignments for temple B
6 Years Ago
Polish/fixes.
6 Years Ago
Various
6 Years Ago
Made drug dealers easier to kill (less HP, less shooting accuracy)
6 Years Ago
Fixed climbable street lamps and simplified their colliders
6 Years Ago
Spas, double, pump & pipe vfx.
6 Years Ago
Medikit uses notification instead of info. Less spammy as it doesn't block screen so much.
6 Years Ago
Added colliders to the shop signs
6 Years Ago
Adding logs and checks trying to detect the "ghost cops" bug
6 Years Ago
Moved standard layer constants to separate cginc Added Terrain Sampler and Shore Wetness shader funcs Updated cliff_shader to allow correct terrain material blending and wetness + tidying up
6 Years Ago
Commenting out "Skipping next input rate check" warning as real server builds seem to occasionally spike way down in framerate despite running fine 99% of the time, which causes unnecessary log spam.
6 Years Ago
Simplify
6 Years Ago
Allow client s to set damage pre-init, since they do it on Deserialize
6 Years Ago
Use static switches for some material toggles (simple shaders only) Add the simple shaders to the always included shaders list Fix ASE LWRP templates always using fallback Hidden/InternalErrorShader, fixes that build error
6 Years Ago
puzzle reset pauses timer when players are in it's radius puzzle reset no longer uses physics to detect players
6 Years Ago
don't do step up while in mid air
6 Years Ago
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6 Years Ago
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6 Years Ago
optimisation
6 Years Ago
Remove some unused stuff from CubeBlur, enable time slicing for reflection probes on mobile
6 Years Ago
Double tap to zoom/unzoom
6 Years Ago
Fix avatar faces outputting some alpha, remove the material on the customisation avatar image because it has issues on mobile
6 Years Ago
Testing coverage query occluded by default
6 Years Ago
Update bass.dll again to a version that fixes the problem with the previous unreleased version
6 Years Ago
Converted all props
6 Years Ago
[D11][Tutorial] Added support to unmark assets for singleplayer manifest
6 Years Ago
[D11] Increased default size of popup input boxes, and fixes to the text display box
6 Years Ago
Added support etc. for a bunch of props that need collisions or other things spawned.
6 Years Ago
[D11][Tutorial] Changed tutorial wooden fence layer to world for navmesh baking
6 Years Ago
[D11] [UI] Moved editor-only functionality to Editor folder.
6 Years Ago
Workshop cleanup
6 Years Ago
[D11] Update Sleeping Screen
6 Years Ago
[D11] [UI] Fixed minor typo in Animation Debug window.
6 Years Ago
Don't show floating damage values for zero value health change
6 Years Ago
[D11] [UI] Removed animation debug scripts from cameras. Added animation debug editor window assets.
6 Years Ago
Prop spawning routine is a lot more fluid.
6 Years Ago
created unique wall_default_lod2 mesh and assigned to all wall prefabs in lod2 slot. WIP on stairs_lshaped model
6 Years Ago
[d11][optimisation] Refraction on campfires removed
6 Years Ago
[D11][UI] Hud hints can now have red background for errors. Added string for light hint. Fixed issue with upgrading buildings
6 Years Ago
merge from AI
6 Years Ago
merge from main
6 Years Ago
[D11] Define fix
6 Years Ago
[D11][UI] Enable server hud hints