240,745 Commits over 3,867 Days - 2.59cph!

5 Years Ago
Merge from /main/hdrp
5 Years Ago
Updated version to 2019.3.0f3
5 Years Ago
Updated dummy standard decal shaders
5 Years Ago
Fixed a bunch
5 Years Ago
Cleanup
5 Years Ago
Merge from main
5 Years Ago
██▇▍▉ ▋▌▊▉ ▅▉▊▍
5 Years Ago
Fix for incorrected calculation of instanced mesh LOD distances where the LOD meshes were scaled separately from the LODGroup (e.g. driftwood_set_2.prefab), bug 2253
5 Years Ago
whitelisted lastpos & movedelta unit funcparams made unused Level param more useful circle-line intersection utils func added parallel/fan num properties for bullets tweaked slowmo visual effect player facingSpeedMultiplier modifier player status velocityModifier Made sure baking codegen is ordered / stable Merge branch 'master' into switch-port
5 Years Ago
profiling
5 Years Ago
disable some debug, added a save file for easier testing & perf comparison
5 Years Ago
Made sure baking codegen is ordered / stable
5 Years Ago
Looking at replacing rather than removing...
5 Years Ago
[D11] + Remainder of scenes - in scene LOD tweaks + Couple of minor bug fixes (Floating objects, bad LOD transitioning) + Bunch of scene to prefabs of scenes using incorrect prefabs
5 Years Ago
[D11] Fixed Airfield SLODs slightly incorrect position + Fixed landmine scale
5 Years Ago
remove debug from gmod advent Merge branch 'master' of Facepunch.Sites
5 Years Ago
more wip
5 Years Ago
scrap that
5 Years Ago
Mormon tea bush progress
5 Years Ago
site meta title
5 Years Ago
Build
5 Years Ago
Fixed AdaptMeshToTerrain spamming errors.
5 Years Ago
Cherrypicking fix
5 Years Ago
Fixed FBX exporter errors
5 Years Ago
Created some utilities for LODGroup Conversion.
5 Years Ago
Added rivers to the world stack
5 Years Ago
[D11] + Pumpjack-static - Fix for the broken prefab (Objects changing places when transitioning through LODs)
5 Years Ago
+ Changes to the water shader added in reflection probes and did some optimisations
5 Years Ago
Added monument nodes to project_gaea for testing
5 Years Ago
[D11] Fixed bright green Hanging ivy in caves
5 Years Ago
Wrap RestartExecutable call in #if ENABLE_D11_APPLICATION_RESTART
5 Years Ago
[D11][UI][#3239] Fixed been unable to split stacks of items
5 Years Ago
[D11][#3109] Fixed been unable to place water purifier on campfire, fixed campfire collision and deployment guide scale , fixed deployment guide sticking around when walking way from campfire
5 Years Ago
[D11] Dredging Boat z fighting fix
5 Years Ago
fix horizontal snow Hiding the 12 days page
5 Years Ago
Added roads, powerlines, tiny monuments, harbors, offshore monuments, caves to World_Setup_v3 stack
5 Years Ago
cherrypicking cake fixes
5 Years Ago
Making a external prefab of World_setup_v3 in project_gaea. This will be useful for all the upcoming maps world stack maintenance
5 Years Ago
Added pine/fir trees back to temperate forests but only on Alt topology. This adds variation without needing be in tundra Manifest
5 Years Ago
[D11] Merge wtih main
5 Years Ago
[D11] [UI] Disabled Server Stats page on in game options carousel.
5 Years Ago
Compound scene2prefab
5 Years Ago
Fixed missing colliders on music stage speakers
5 Years Ago
Fixed monument topology in Swamp_c
5 Years Ago
Merge from Main -> Vehicles
5 Years Ago
updated steering wheel model/texture/mat
5 Years Ago
Fix hub not showing news when you have no servers paired
5 Years Ago
Added basic plasceholder damage texture and auto-gen normal map, plus black mask to hide it for now.
5 Years Ago
Removed StartMaxHealth(). All overrides for StartMaxHealth() returned the same as max health. Now that StartMaxHealth() also returns max health in the base method, the whole method can be removed and swapped for MaxHealth().
5 Years Ago
Changes to BaseCombatEntity so that StartHealth and MaxHealth can be different, allowing for vehicles to spawn correctly with less than 100% health. - StartMaxHealth() now returns MaxHealth() instead of StartHealth() - ClientInit now sets _maxHealth to MaxHealth() instead of StartHealth()