255,112 Commits over 3,990 Days - 2.66cph!
Adding SteamFriends.RequestUserInformation
Added Steamworks.Realm
Added Ugc.Item.Directory
Delete SteamServerInventory.cs
Git is better than plastic
Fix UI masking, fix some broken behavior with buttons
excavators LOD files, Colliders files
placed splitter, updated railway placement and buckets
stairs across structure
[D11] [Tutorial map] Updates to map
Button hit zones (for most things I think)
Exception reporting logic
Added NetConnection.DetailedStatus
SteamNetworkingMicroseconds => long
Struct name consistency
Network Enum cleanup
Room trigger volumes are now generated!
Removed ReflectionProbeEx/Resources/Skybox as the shader was causing corrupt asset bundles on Windows and Linux (Vulkan compilation error)
Force ppOutMessages to IntPtr
NetworkIdentity ToString
NetMsg with Release
ConnectionInterface MessageReading
Message send/recv tests
Clear NPC interaction UI if target dies
Working on detecting include loops nicely
Merge branch 'master' of SpaceUsurperUnity
Trying out the light weight render pipeline
Unsaved
Merge branch 'master' into lwrp
Composite surface shader in shader graph
Unsaved
Material printer editor tool
Update composite detail materials to new composite shader
Shader graph version of citizen clothing mask
Manifest update
Merge branch 'master' into lwrp
Update render pipeline asset
New ocean shader
More water work
Half dome in background
Fixed some materials
More material changes
Updated blur shaders to use new grab pass version
NPCs stop and look at the player when they can interact in any way
Need the editor enabled too
Compiling without steamworks, more settings
Add group to prop asset info. Add group section to prop spawn menu
Merge from Main to Working
Add skeletal prop entity. Allow prop spawner to spawn skeletal props
Add Spawnable to PropInfo, clothing are props but we don't care to have them listed in the spawn menu
Add w_m92.prop
Weapon pickup uses static prop entity. Allow gibbing to be disabled on static props (weapon pickups probably shouldn't be gibbable)
Weapon view model uses skeletal prop entity. Add v_m92.prop
Allow prop assets to define an animdef. Add v_m92.animdef
Room tool feeling pretty functional.
Option for vignette
Lower resolution unit outlines (plus sample reduction)
Disable another Dynamic Decals thing (testing)
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More project settings adjustments
Add an option to force HDR off for some cameras on some platforms
Add different render scale options (switching back to 100% is currently bugged)
Disable a bunch of other options
Mostly fix the squad editor rendering bug
Disable Dynamic Decals (its slow and broken here)
Some shader tweaks
Reset texture settings to default (for now)
Fiddle with quality settings
Make the post processing and UI blur options static (removes their Update calls)
More UILineRenderer optimization
Disable crowd animations for now
Fix more shader and texture issues
tentacle greenBullets bombs
fix ,, bug
tentacle rain variety
tentacle bigSpiral variety
tentacle orb variety, numSpawnedPatterns property
trench easier and trench surroundingTriangles variety
some tentacle form 2 behaviour tweaks
adding jumper source file
adding jumper attack anim/ controller
updated jumper portrait, tweaked AO, gloss texture
Optimize UILineRenderer so it doesn't take 0.5ms to mesh out small line
gold blocks spawn coins, coins can be deposited in ship storage, ship storage/ownership, random uses seed and syncs with clients
Listen for external connections