255,820 Commits over 3,990 Days - 2.67cph!

6 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
6 Years Ago
Force triggers do not apply to corpses (fucks them up)
6 Years Ago
Fixed camera controls not getting initialized
6 Years Ago
Frame time analytics
6 Years Ago
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6 Years Ago
Network++ Save++
6 Years Ago
OBB blocker tweaks Reduced radiation volume Loot spawns no longer block AI Slightly reduced navmesh size Scene2Prefab
6 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
6 Years Ago
Merge my new missions
6 Years Ago
New NPC gang attack missions
6 Years Ago
Generalize the zombie kill mission task to cover and NPC type
6 Years Ago
Added helicopter mission type + asset ID re-scan that updated a bunch of prefabs.
6 Years Ago
fixed VS staying visible on the outcome panel when surrendering before the end of the intro
6 Years Ago
fix tmp resources path folder tweaked sponsor objective panel ui
6 Years Ago
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6 Years Ago
Restore reverse mix op
6 Years Ago
Pulled terrain fetch improvements from main
6 Years Ago
Zombie mission complete
6 Years Ago
fixed reflection probe warning removed ui-extention example to get rid of the warning spam
6 Years Ago
Zombie mission improvements
6 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
6 Years Ago
fixed tmp warning moved tmp ressources files re render map preview with correct vtx color
6 Years Ago
Add zombie killing mission + other edits
6 Years Ago
remade candy explosion FX file/folder cleanup
6 Years Ago
Space out component data access in passenger updates Space out navigation speed updates (doesn't have to happen every frame)
6 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
6 Years Ago
Various mission work
6 Years Ago
Progress
6 Years Ago
Improving checkpoint calculation
6 Years Ago
Fixed starting furniture missing some doorways Fixed starting tutorial expecting medium bathroom
6 Years Ago
Drop connection if client isn't following protocol
6 Years Ago
Bail from RPC if the networkable doesn't have replication enabled
6 Years Ago
When calling server rpc directly, set rpc client to local
6 Years Ago
Scene backup. Fixed GPU instancing being off on all excavator mats.
6 Years Ago
Add control rotation back, needed until we remove unreal player controller shite Call server rpc directly if has authority, Call client rpc directly if has no authority, Ignore multicast rpc if has no authority.
6 Years Ago
Progress
6 Years Ago
Player.ControlledByLocalClient handled by us instead of unreal Remove control rotation and location stuff from player Give players a replicated player state property. Send client info last so that client can create a local client object from local player state. Add very basic client side movement replication to test player
6 Years Ago
fix for instantiation of fabricator menu
6 Years Ago
Dof Settings
6 Years Ago
fabricator menu work, canisters now have upgrades associated with them
6 Years Ago
More toolbar
6 Years Ago
New backup lights & lighting prefab wip.
6 Years Ago
[D11] temp fix for spewing error, water system will be upgraded
6 Years Ago
[D11] [UI] Fixed player being forced to stand everytime they open in-game screens when crouching.
6 Years Ago
Added "Update Game Manifest (Fast)" which doesn't do PreparePrefab and all that slow stuff (useful when all you did was add a new prefab)
6 Years Ago
Added platform.force and platform.exclusion test entities
6 Years Ago
Player inherited velocity is networked
6 Years Ago
[D11] fix some materials skipped from the upgrade because were still using standard shaders, but had been fixed to Rust/Standard shaders on the main branch.