226,108 Commits over 3,714 Days - 2.54cph!

Added dumb fire scientist state. AI Arena now applies spawn position forward directions to scientists when spawned. AI Arena spawning now only uses active spawn locations. Added Scientist.Arena.DumbFire prefab Added Scientist.Arena.DumbFire.AIDesign Added Scientist.Arena.DumbFire.Loadout Updatea AIArena spawn prefab list with new arena scientist. AIArena scene update.
Today
merge from water_purifier_pickup
Today
merge from hackweek_renderlod_collapse
Today
merge from toggle_inputs_chat
Today
merge from nexus
Today
merge from launch_site_lod_culling_fixes
Today
Ensure collapsed renderers can still register with occlusion culling
Today
Server compile fix
Leaderboard backup, run #11922
Today
Fix DelegateFunctionPointer making traces slow
Today
Added client.clampScreenShake convar (defaults to on) Adds a dampening pass to our dynamic screen shake, reducing the maximum amount of screen shake in intense situations while still maintaining some camera movement Should only be noticeable when there are multiple forms of screen shake input occuring, single instances rarely get above the threshold
VM camera animations for M39, L96 and Bolt Rifle
Today
Add pause menu Add Game.Overlay.IsPauseMenuOpen
Today
Better socket deploy guide rotation
Today
If a state is being entered via a transition with a duration, respect that duration when transitioning to the vm camera anim
Today
Sidecar work, trying to get it feeling right to drive + other edits
Today
Switch gameplay events to also use new bulk uploading api
Today
Merge from main
Today
merge from main -> analytics_server_profiling
Today
Detailed collider setup for all bikes
Today
World collider setup for all bikes
Today
Remove PedalTrike
Today
S2P airfield
Today
Can now pick up empty campfire water purifiers, both water containers must be empty Entities that are deployed into slots (water purifiers, locks, etc) will now show an invalid deploy guide floating in front of the player instead of just showing nothing (the deploy guide was at 0,0,0)
Today
Sidecar wheel visual position fixed
Today
S2P launch site
Today
Re-apply CS 97577 (modify launch site scene)
Today
Re-apply RendererLOD `minDistanceMultiplier` functionality to clamp minimum lod scaling
Today
merge from main -> launch_site_lod_culling_fixes
Today
Fix bulk analytics creating empty blob when uploading zero events
Today
Fixed skinnable items sometimes getting out of sync with their intended skin when their renderer is collapsed (sometimes leading to null materials) Run MaterialReplacement.Prepare as part of the collapse process, less workload during gameplay
Today
Add logging of method call times via unity's profiler (ProfilerRecorder API) Disabled by default
Today
Fire bullet additive iteration
Today
Upload bulk analytics points gzipped
Today
Unsaved (thanks unity)
Today
Rename
Yesterday
Setup SwapAmmo IViewmodelComponent, turns on and off prefabs based on the currently loaded ammo type
Yesterday
Further iteration
Yesterday
Create lobby on load, make RenderAlpha sync - don't use INetworkSerializable anymore
Yesterday
Add latest drops
Yesterday
Front blocker list now actually considered Main patrons list swapped to dictionary
Yesterday
texture/material clean up, scaffolding prefabs and clean up, remove old models, fix missing models in existing maps
Yesterday
vm handcuffs - anims, added states, trigger & bools to animator,
Yesterday
Further optimisations Pooling used for other lists
Yesterday
Now checks list of hits instead Pooled list InvokeRepeating on obstacle update
Yesterday
Fix NRE's when polygon mesh face has no material set
Yesterday
More iteration
Yesterday
Use a different place to set fallbacks for VolumeClouds shader Added CNewParticleEffect.GetRenderBounds Improve consistency of trace surfaceID returns clientside This only relates to usages of PhysicsObject shadows vcollide_wireframe - draw the actual physics object clientside if it exists Test version of clientside model physics scaling Fixed trackspeed only working after ReturnToEyes input (point_viewcontrol)
Yesterday
ColorGrading - Work In Progress ColorGrading Post Process - Work in Progress. Temperature Mapping, Tone mapping methods. Working on per channel curves. Work in progress update RGB and HSV per channel colour curves, UI improvements
Yesterday
Removed gesture stop