255,852 Commits over 3,990 Days - 2.67cph!

6 Years Ago
Changed how checkpoint indexing works to support multiple players with missions at the same time on the server. ++Network
6 Years Ago
Fixes
6 Years Ago
Revamped scientist area
6 Years Ago
Tease sky into working
6 Years Ago
fixed crowd, post process, board not reseting when switching to the squad editor from a match (online queue) optim the simple platform model/ textures
6 Years Ago
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6 Years Ago
Frontage blockers
6 Years Ago
Updated foliage shaders for parity on input and most functionality Added shader functions for foliage wind and wave displacement
6 Years Ago
Fixed deprecated shader compile error
6 Years Ago
Updated lot blockers. Updated testmap smaller for faster iteration...
6 Years Ago
Added some of the shops
6 Years Ago
Fixed exception when scrubbing Keyframe.Indexer.HasEntity optimisation Profiling
6 Years Ago
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6 Years Ago
[D11] [UI] Fixed pickup/dropped notifications not stacking.
6 Years Ago
Fixed stunstick first person effects not working in singleplayer firstperson
6 Years Ago
Moved analytics database insert to another thread Show a "=" for tied scores in the rank field
6 Years Ago
[D11] [UI] Simplified notice area for pick up/dropped notifications while investigating layout optimisations
6 Years Ago
[D11] [UI] Fixed bottom right vital info not showing.
6 Years Ago
Removed unnecessary IsNPC/Weapon/Vehicle/etc function definitions from Weapon and Player, since they are inherited from Entity metatable Added Entity.IsNextBot
6 Years Ago
Fixed water resource nodes spawning on unreachable terrain. Added TerrainUtils.GetClosestNavMeshPoint.
6 Years Ago
[D11] DTLS reliable-order timeout/retry made less strict as 4k servers are now disconnecting with false-positives. Needs more investigation.
6 Years Ago
[D11] [UI] Fixed property field and define issue in Vitals classes.
6 Years Ago
[D11][OPTIMIZATION] Sound occlusion interval brought down
6 Years Ago
Added game.GetAmmoTypes() - returns table of ammoID = ammoName Added game.GetAmmoData( id ) - returns AmmoData struct of given ammoID
6 Years Ago
More wallbanger changes
6 Years Ago
Fix some interactions not working because there's no fog of war setup at the moment
6 Years Ago
Updated some wallbanger stuff
6 Years Ago
Job markers now show failure reason text
6 Years Ago
Adding wallbanger
6 Years Ago
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6 Years Ago
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6 Years Ago
[D11][OPTIMIZATION] Skinned mesh collision ray casts vs the bone nodes rather than the skin which is much too slow. Selects the bone node which is perpendicularly closes to the ray. Lets see if QA see any major problems. The arrows "sticking out" are probably going to have to be re-thought.
6 Years Ago
Moved some stuff around
6 Years Ago
Frontage rebuilding is faster but still slow.
6 Years Ago
Show collect job task markers.
6 Years Ago
[D11] [UI] Vital Info notices now update from the list so they can be enabled/disabled at runtime. Disabled layout element height animation while investigating layout build optimisations.
6 Years Ago
[D11] Small translation change
6 Years Ago
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6 Years Ago
Show max capacity values on storage UI
6 Years Ago
[D11] Initial check-in for new style Frontend
6 Years Ago
[D11] [UI] Changed pie wheel texture filtering to bilinear to address visible artifacting.
6 Years Ago
Allow multiple location status events to be active at once. Server needed this to support missions being run by multiple players at the same time with active checkpoints in the same spot. Players could end up with someone else's trigger "on top", preventing them from triggering theirs.
6 Years Ago
[D11] DTLS reliable-order retransmission max attempts. Fix for orphaned connections causing large outgoing network spikes.
6 Years Ago
Fixed PixelChunk center of mass calculation
6 Years Ago
Fixed hunters jacket skin mat
6 Years Ago
Better culling distances on the topside.
6 Years Ago
Almost
6 Years Ago
Restore checkpoint mission types.
6 Years Ago
Round-based code fix. I think that "StartTrigger" is meant to be there for both
6 Years Ago
Added a new dev bool to the WiseGuysTools window for fast testing: "Bill B's dev testing mode". Also added WiseGuysTools param access to WiseGuys.cs, allowing for checking params without #if UNITY_EDITOR flags everywhere.