240,667 Commits over 3,867 Days - 2.59cph!

5 Years Ago
[D11] Campfire Scale Fix
5 Years Ago
[D11] Define Fix
5 Years Ago
Reset custom unit funcs on setup, fixing divergence Fixed unit position divergence log Some more potential divergence fixes
5 Years Ago
Only spawn prefab mountains on 5k maps or larger (4k maps need the free space to fit the new ring road + large monuments)
5 Years Ago
Added target count to monument placement scripts to avoid placing as many as possible on larger maps (TODO: needs configuring based on average 4k map monument counts)
5 Years Ago
Impact effects
5 Years Ago
[D11] Fix for null connections in CullingVolume
5 Years Ago
Fixed TerrainPlacementMap starting out disabled
5 Years Ago
[D11] Fix commandline
5 Years Ago
Prefab mountain updates
5 Years Ago
[D11][UI][#3362] Quick Chat will now translate on receiving client rather than sending client
5 Years Ago
[D11] [UI] Fixed server define issue in OptionsUI OnValidate.
5 Years Ago
Added placeholder Fertilizer item. Manifest.
5 Years Ago
[D11] Moved shader into correct folder
5 Years Ago
[D11] New layered materials for tugboat
5 Years Ago
D11 Merge with main
5 Years Ago
[D11] [UI] Game now detects system language of user and attempts to default to system language if it is supported, or closest viable fallback if not. If no support or fallback languages could be found, will default to english. This should address the issue of boot-flow screens always appearing in english.
5 Years Ago
[D11] Changed BarrellWater Material so its not magenta + Launch site mesh gap fix
5 Years Ago
Deleted un needed scripts
5 Years Ago
removing un needed components
5 Years Ago
Cached some components that were getting called every update. Refactored/split out a bunch of GrowableEntity calculations so it's easier to take a bunch of new factors into account, going forwards.
5 Years Ago
[D11] Fix for Harbor Barge Incorrect LODs
5 Years Ago
Reset custom unit funcs on setup, fixing divergence Fixed unit position divergence log Some more potential divergence fixes
5 Years Ago
merge from skeleton_optimisations
5 Years Ago
merge from main
5 Years Ago
Physics materials
5 Years Ago
Setting up prefabs
5 Years Ago
+ changes to the wood flecks material
5 Years Ago
[D11] Fix for Incorrect Vertex Colours on Bus Stop
5 Years Ago
Adjust WheelRay mask to better match what the vehicle movement layer actually hits.
5 Years Ago
[D11] Fixing some issues I found with a truck missing smoothing groups in a LOD model and a cone with incorrect LOD distances assigned
5 Years Ago
Remove the collisionLayerMask. Vehicle collisions will already only detect hits on the Vehicle Movement layer anyway, and it should be fine to consider all of those as collision hits.
5 Years Ago
Expose more resource collection Expose more animal kills Fix UI being left open
5 Years Ago
Code review: Moved WheelRayMask into Defines.cs as WheelRay
5 Years Ago
Code review: Remove unused method.
5 Years Ago
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5 Years Ago
Remove left-over uses of numSubComponents
5 Years Ago
Code review: Use PreProcess for module validation instead of OnValidate
5 Years Ago
Code review: Don't bother with caching numSubComponents
5 Years Ago
Code review: Another SetParent to go before Spawn, + remove unnecessary value assignments
5 Years Ago
Merge from friend_grouping
5 Years Ago
Switch velocity to using GetWorldVelocity again.
5 Years Ago
Change some strings to const fields
5 Years Ago
More
5 Years Ago
Fixed standalone build error Changed button prompt highlight styling Settings controls highlight styling A little more highligh styling
5 Years Ago
Wheel name fix
5 Years Ago
Code review: Use PreProcess instead of OnValidate/DoPrepare, use [HideInInspector] instead of [ReadOnly], serialize vals as zero in the prefabs.
5 Years Ago
Code review: Convert VehicleSnapZone to use TriggerBase. Renamed to TriggerMagnetSnapZone.
5 Years Ago
Fix TriggerBase entity list bug. Entities with multiple colliders could get into the following situation: - Collider A enters the trigger. The base entity is added to the entityContents HashSet. - Collider B enters the trigger (same entity). - Collider A leaves the trigger. The base entity is removed from the entityContents HashSet. But the entity's Collider B is still in the trigger. This fix keeps the entity around until all colliders on it have left the trigger.
5 Years Ago
WIP server message of the day