240,742 Commits over 3,867 Days - 2.59cph!

5 Years Ago
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5 Years Ago
SoundManager - call Elapsed.TotalMilliseconds as infrequently as possible
5 Years Ago
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5 Years Ago
Merge from main
5 Years Ago
Using SeedRandom to get hair types
5 Years Ago
Moved ragdoll component caching to preprocess
5 Years Ago
[D11] Bright fallen tree fix
5 Years Ago
[D11] Fix for bandit guards clothes looking incorrect (May need further tweaking + Shirt still needs fixing as I cannot find it in filepath)
5 Years Ago
[D11] [UI] Fixed translations on map having triple underscores visible.
5 Years Ago
[D11] [UI] Tweaked message for controller disconnect popup.
5 Years Ago
Arid foliage progress
5 Years Ago
Don't bother sorting players by distance if there's less players than max elements
5 Years Ago
Exposed ConnectionInfo.EndReason Merge remote-tracking branch 'upstream/master' Merge pull request #338 from alexcodejammer/master Exposed ConnectionInfo.EndReason
5 Years Ago
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5 Years Ago
Only setup monument markers once, not every time the map is opened (fixes monument text flickering out for a frame when opening the map)
5 Years Ago
Fix corrupted fuel tank meta and ref
5 Years Ago
Made ResourceRef PropertyDrawer not load assets every GUI repaint (fixes laggy inspectors in MonumentIsland scene)
5 Years Ago
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5 Years Ago
Revert accidental ProjectSettings commit in 44407
5 Years Ago
Increased offline alert timing to (hopefully) be longer than the rcon blips
5 Years Ago
Code gen for the new modularcar population convar
5 Years Ago
Fix some issues that prevented the master server from being used entirely, increased the alarm thresholds
5 Years Ago
updated storage module
5 Years Ago
Latest terrain generation Made monument inserts slightly smaller, added a mark on monument topology to better locate Monument node center Added monument node prefabs for Ice lakes, Swamps, XL
5 Years Ago
Reset vehicles that are waterlogged and therefore unusable after one ten minutes, provided their original spawn location is still clear.
5 Years Ago
Lower vehicle waterlogging point from 1.25m to 0.75m
5 Years Ago
Fix assigned module presets
5 Years Ago
Remove the connection reuse stuff
5 Years Ago
Don't try to load save on Craggy
5 Years Ago
updated modules adding model/mat/textures
5 Years Ago
bradley sound handling tweaks
5 Years Ago
Fixed road asphalt material
5 Years Ago
Updated SRP to latest 7.x
5 Years Ago
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5 Years Ago
Navigation cleanup (also fixes the header swiping away when animating)
5 Years Ago
fixed incorrect material on a compound house LOD1/2
5 Years Ago
subtracting 44513 / 44512
5 Years Ago
Added the new ring road scripts to World_Setup_v3 stack
5 Years Ago
Added TerrainPlacementMap to project_gaea terrain
5 Years Ago
Set Gas Station, Supermarket and Warehouse to type 'roadside' Removed old roads art, shifted road connections further away Allowed roadside monuments in all tiers of map
5 Years Ago
Folders re-organized in autospawn/monument/ and Scenes/prefabs/
5 Years Ago
Temperate zone surrounding lakes in arid biome fixed
5 Years Ago
updated modules
5 Years Ago
WIP color swatch stuff Finish up swatches, AsyncButton uses it to set color themes with one prop
5 Years Ago
Bundle up entity transforms into a single message every tick instead of a message per entity Move entity movement replication to BaseWorldEntity, BaseEntity is non visual so shouldn't need this. Remove scale from movement replication as scale changes happen less frequently. Add entity movement update rate, defaults to 60, included in movement packet for interp Use bitflags to pack entity movement packet with components of transform that changed from previous packet Replicate entity relative transform if it has a parent Save entity relative transform as properties so they can be used when first replicating the entity to client Save entity parent netid directly instead of using properties (this is because public attachment functions are authority only) Add SourceExport addon. Get SourceImport addon working again. Fix NRE in ModelJsonConverter when model path is null or empty Fix up shadows on dynamic lights on source maps Skip entity spawn and destroy messages if there's no other client connected except for the host, saves an unnecessary entity serialize Add incorrect protocol disconnect reason code Add auth fail discconnect reason code Only send entity parent netid if it changes, use attach flag if it changes to non zero, use detach flag otherwise Send entity position and rotation if parent changes, just to make sure everything is synced Don't write any movement data to packet if entity has no movement flags for the movement tick SourceImport fixes to allow bsp conversion to our own format Reflection based lump reader for new map format Write map data to lumps Write lumps to map file Some Arcade gamemode fixups Basic loader for new map format Add lightmaps to map format Save displacements as mesh in new map format Add uint color to map vertex structure (displacement needs alpha to blend) Save lightmap data and try loading it from new format Create shadowmap from lightmap Save the unencoded lightmap data, slightly longer to load but less data to save and keeps the format unrelated to unreal Save ambient light samples to map format Save bounds in map model structure. Load light volume from ambient light samples. Gather vertices for convex collisions