241,436 Commits over 3,867 Days - 2.60cph!

5 Years Ago
Merge mission branch -> Working
5 Years Ago
Disable 'AlwaysAnimate' check in standalone builds because it slows down loading times and should have been done at build time anyway
5 Years Ago
Increase mission rep boost
5 Years Ago
remove an unnecessary shader var set
5 Years Ago
Fix for slow array copy in OcclusionCulling.BufferSet.GetResults
5 Years Ago
Mission edits
5 Years Ago
Added ButtonGroup
5 Years Ago
[D11] Don't compress map if there is nothing to compress
5 Years Ago
fixed missing material on igniter projectile fixed award panel trying to start on exit added graphic raycaster to replay control
5 Years Ago
Another bugfix
5 Years Ago
[D11][UI] Fix for textmeshpro decimals
5 Years Ago
Fix missing client/server define
5 Years Ago
Bug fix etc
5 Years Ago
All missions applied to gang payphones
5 Years Ago
[D11]Item icon now uses set text. Skip Set canvasgroup alpha on branding text
5 Years Ago
Fixed ToBaseEntity not falling back to GetComponent if called on a child object of an entity instead of the root object
5 Years Ago
Added some profiling to replay sharing
5 Years Ago
Allow gang rep requirements to be done via payphone as well more mission reuse
5 Years Ago
Automatically add gang rep on gang payphone missions, so I don't have to manually add it to missions, and missions can be reused by different gangs
5 Years Ago
Force triggers do not apply to corpses (fucks them up)
5 Years Ago
Fixed camera controls not getting initialized
5 Years Ago
Frame time analytics
5 Years Ago
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5 Years Ago
Network++ Save++
5 Years Ago
OBB blocker tweaks Reduced radiation volume Loot spawns no longer block AI Slightly reduced navmesh size Scene2Prefab
5 Years Ago
Fixed eyedropper cursor getting stuck Fixed being able to delete exterior archways Fixed a heap of issues with standalone wall placement Fixed a way to make illegal ship connections
5 Years Ago
Merge my new missions
5 Years Ago
New NPC gang attack missions
5 Years Ago
Generalize the zombie kill mission task to cover and NPC type
5 Years Ago
Added helicopter mission type + asset ID re-scan that updated a bunch of prefabs.
5 Years Ago
fixed VS staying visible on the outcome panel when surrendering before the end of the intro
5 Years Ago
fix tmp resources path folder tweaked sponsor objective panel ui
5 Years Ago
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5 Years Ago
Restore reverse mix op
5 Years Ago
Pulled terrain fetch improvements from main
5 Years Ago
Zombie mission complete
5 Years Ago
fixed reflection probe warning removed ui-extention example to get rid of the warning spam
5 Years Ago
Zombie mission improvements
5 Years Ago
Simplified, cleaned and optimized terrain shader; now ~10% faster and easier to read Nuked terrain atlas related sampling; now array only Toned down parallax a bit
5 Years Ago
fixed tmp warning moved tmp ressources files re render map preview with correct vtx color
5 Years Ago
Add zombie killing mission + other edits
5 Years Ago
remade candy explosion FX file/folder cleanup
5 Years Ago
Space out component data access in passenger updates Space out navigation speed updates (doesn't have to happen every frame)
5 Years Ago
Convert unit nav to buffers Show count of objects purchased in build menu Use CanReach checks to generate path and store in buffer Merge branch 'master' into buffernavigation Merge branch 'buffernavigation' Cap line lengths to 12 people Increased prop heat penalties Clip overcrowded indicators Rebuild scenario 1+2 to fix new room sizes
5 Years Ago
Various mission work
5 Years Ago
Progress
5 Years Ago
Improving checkpoint calculation
5 Years Ago
Fixed starting furniture missing some doorways Fixed starting tutorial expecting medium bathroom