254,981 Commits over 3,990 Days - 2.66cph!
Restore gamemode when disconnecting from a server more thoroughly
[D11] Enable Fred's laser optimisations, think they were accidentally turned off.
[D11] [TUTORIAL] Server command to lock players health to going below 1 hp during tutorial, added skip tutorial step skip from the debug pause menu
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[D11] Increased acceleration rate for sliders and splitting, and also added incremental jumps rather than increasing by 1 every time
Animation clip debug view
[D11] [UI] Removed spammy debug log.
Automatically (re)build bspzip.exe
Added bunch of projects into the Tools group where they belong
Set AlwaysAnimate animators to CullUpdateTransform in prefab preprocess
[D11] [UI] Added proper null checks in HUD for Local Player Entity for each component update. Preprocessed single player prefabs for tutorial. Removed code I left in the HUD last submit. Added DebugEx for tutorial visibility switching.
[D11] Fix for killing NPC scientists
Tidy up and a parity check, also changed "Favourited" to "Favorited" in American English.
[D11][UI] Improvements to the Upgrading context
Update to FindBillboardTextures to detect only textures used with particle and billboard shaders
Added script to update mesh metrics on meshes saved as asset files
Updated mesh metrics for texture streaming
Fix compile error
Update water leak prefab
New hazard controller singleton to periodocally start fires and water leaks
Click configs for putting out fire and mopping up pudlde, sfx and effects for fire
Unit influence checks are now done in jobs
Puddle job click sfx and particle effect
Burst compile the influence tracker
Match my code to project coding standards
Rewording dealer interactions for corps
Drug dealers now work for a corp, not an individual.
Cops now kill instead of arrest on maps with no prison (useful for testing).
Allow cyka blyat to work on maps with no units at all (allows testing on my test map)
Codegen for repeat, condition, setValue, and most of callMethod
Reduce NPC random walk zone on my test map
Mat improvs.
SMG positioning unfuckery
Cleanup
shader tweak
light fix
fixed menu avatar camera
enabled muzzle brake effect override
water jug spawns with less water
More prefabs.
Fixed some dummy position inconsistencies on SMG/MP5
Test scene backup.
hunter dark attack, more speech
fix mech shieldgen-core rotation
Merge branch 'master' of SpaceUsurperUnity
tutorial curse, tutorial guy error, etc
Network entity cache update
Give the back button some hover/press FX for larity
More water tweaks
Refactor some fire stuff to work generically for puddles
Working on code gen for action lists
Bullets now use ActionList
Now all action handlers use ActionList
Brake/silencer dummies too.
MP5 muzzle dummy isn't limped downwards and weirdly scaled.
Clean up some new warnings
Move LWRP to Packages folder, hopefully Unity doesn't delete it
Deleted LWRP documentation cause plastic got confused by it
Muzzlebrake vfx improvements.
More effect prefabs.
Cleanup.
Fixed all the alpha channel problems (LWRP is now in repo, with one change to ShaderPreprocessor.cs)
Alpha corrector changes, fix NRE when offline + saving player record
Working on the building model LOD baking...
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