241,475 Commits over 3,867 Days - 2.60cph!

5 Years Ago
win64 doesn't care about calling convention - but apprently il2cpp does, so we use CallingConvention.Cdecl on everthing Il2Cpp didn't like CustomMarshaler on returns, so string returns are Utf8StringPointer instead, which implicit converts to string
5 Years Ago
Made sure camera size is never 0 Fixed ghosts typo Progress bar medal tweaks
5 Years Ago
Renamed physics.batchsync to physics.batchsynctransforms (similar to physics.autosynctransforms)
5 Years Ago
Added physics.batchsync convar (only does a single physics transform sync for all player server updates, default = false) Added physics.autosynctransforms convar (only for testing)
5 Years Ago
[D11][#2342] Fix for been able to fire two guns at once
5 Years Ago
[D11] Sleeping Bags can now display the distance correctly on the Respawn screen
5 Years Ago
Fix MatchMakingKeyValuePair issues
5 Years Ago
Horse ragdoll colliders are on ragdoll layer
5 Years Ago
minicopter entity update - trying to fix transform child cant be loaded issue
5 Years Ago
[D11] [Audio] Fixes XBox One headset recording state to persist between headset being removed/inserted. Recording/playback now resumes if needed.
5 Years Ago
[D11] [UI] Moved respawn type to d11 define. Added respawn type to tooltip.
5 Years Ago
[D11] [UI] WIP implementation of respawn type differentiating in Death Screen UI and Map Markers.
5 Years Ago
Fixed weird OnPreRender/OnPostRender errors Cleaned up impostor rendering
5 Years Ago
deleted unused minicopter prefab
5 Years Ago
[D11][UI] - Cosmetic tweaks to Options menu
5 Years Ago
[D11] cherrypick 36859,36892 to fix some problems getting into game
5 Years Ago
[D11] remove same unused stuff as removed on the hdrp branch. Some by-hand prefab merges here, might have to come back and compare by eye but I think they only changed for the purpose of deleting missing scripts.
5 Years Ago
Fixed server compile
5 Years Ago
Adjusted saddle to fit new horse
5 Years Ago
[D11] [UI] Sleeping bag map markers fix and implementation.
5 Years Ago
Added player.tickrate_cl and player.tickrate_sv convars (both are set on the server)
5 Years Ago
Optimized Vis.Entities / Vis.Components / Vis.EntityComponents further
5 Years Ago
Stripped collider batching entirely to fix some remaining performance overhead (particularly in Vis.Entities / Vis.Colliders)
5 Years Ago
Improved entity registry performance (particularly ToBaseEntity)
5 Years Ago
WIP new models for ships Bluegill model
5 Years Ago
Fixed some incorrectly sized space blockers on rooms Better string display on generic slider for item consumers Fixed NRE when moving meals Lots of meal delivery fixes Stove positions and custom click configs per food category Added a trail and nicer move logic Food test debug scenes Merge branch 'master' into meals Fill in mexican, thai and italian foods Hooked up advanced kitchen with new food options GPU Instance some food props Instance stove Food blend Unsaved
5 Years Ago
Mission prerequisites
5 Years Ago
Merge the latest to my mission branch
5 Years Ago
Don't use raw time for endless mode scoring Fixed endless mode game over screen
5 Years Ago
Endless mode progress bar / ghosts now working
5 Years Ago
Added and enabled impostor renderer Updated tree impostor materials and prefabs
5 Years Ago
Added upgraded foliage, folige billboard and ocean shaders
5 Years Ago
Added latest ASE + updated hdrpLit template
5 Years Ago
compile fix
5 Years Ago
optimization pass
5 Years Ago
Skip steam auth for local clients for now (having issues with it)
5 Years Ago
Fix multiple steam auth for local steam id
5 Years Ago
Backup
5 Years Ago
Gamemode replicates by default. Init game menu system for remote clients because this wont be replicated.
5 Years Ago
Add generated code to skip RPC and call directly, check is always false for now
5 Years Ago
Entity replicated false by default, world entity true by default (just to keep it how it was before) Log replicates bool in ent_list command
5 Years Ago
Bundle tweak
5 Years Ago
Fix Manager.ActorCreated bailing early for native spawned entities
5 Years Ago
Cleanup world and create replicated entities on world state message
5 Years Ago
Attempt to create entities from replicated world state inside a replicated entity creation scope
5 Years Ago
Add replicated mode in entity creation scope (we need to know if an entity is created via replication to set authority and netid) Add create native function to entity that takes a netid that can only be used in replicated entity scope
5 Years Ago
Missing file
5 Years Ago
Radtown progress
5 Years Ago
Default entity authority to true (eventually this will be set to false for replicated entities) Call remote spawn if entity has no authority
5 Years Ago
Fixed coverage queries (e.g. flares)