198,679 Commits over 4,140 Days - 2.00cph!

1 Year Ago
Increase size of water backing on tutorial island map marker
1 Year Ago
Merge from main
1 Year Ago
Fixed item icon NRE's when first person spectating
1 Year Ago
Fixed incorrect camera position when first person spectating players on bikes (would have affected any other mountables that used the FirstPersonWithArmsEyesLerp mountable feature)
1 Year Ago
Fix client compile quickly before Jenkins notices
1 Year Ago
Merge Bikes -> main
1 Year Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
1 Year Ago
Adjust sidecar bike steering
1 Year Ago
Refactoring, consolidated player reaction code
1 Year Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
1 Year Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion/hlod/
1 Year Ago
Full global S2P and HLOD regeneration
1 Year Ago
Switch from asset warmup -> warming up scenes of prefabs - loads scenes async in background rather than stalling main thread - acts similar to async asset warmup - loads autospawn prefabs first, then everything else - spawns world and loads entities, effects and misc prefabs in background - waits for entity scene to finish loading before running prefab warmup - prefabs not in warmup scene will be warmed up on the fly EntityToScene packs prefabs into warmup scenes - for all types of prefabs, not just entities - can configure with filters to choose what prefabs you want per warmup scene Added `scene_warmup` convar to enable feature - must restart for it to take effect - also requires partial loading to be enabled (this will become full async loading setting in future) Add `print_misses` convar to see what prefabs were missed by asset warmup or scene warmup Add warmup scenes into asset bundles Don't destroy '_Warmup' scenes when loading a new scene via LevelManager.LoadScene() - destroy all other scenes and load new scene async - run synchronous for normal loading
1 Year Ago
Fixed null mesh entries being included in HLOD
1 Year Ago
More rider bouncing around from collisions etc
1 Year Ago
HLOD meshes will now skip objects with "Core/Foliage" materials
1 Year Ago
▇▊▅▍▄▋▆▄_▉▅▊▊_▄▇▊▆▆▊▇▊▅ ▋▆▌▅▆▌
1 Year Ago
Merge from main
1 Year Ago
1 Year Ago
Unsaved changes/additions: - Updated bbq static prefab with latest lighting/fx - Added bbq "always on" static prefab variant - Added static decor shelves
1 Year Ago
Added a proper sized child collider for MetalRowboat_static (scaled down to 0.85 like the other rowboat)
1 Year Ago
Adjust collision force and damage settings for all bikes
1 Year Ago
Fixed incorrect length on gambling room light connectors in bandit town
1 Year Ago
Fixed about 30 shipping containers at harbor_2 that had different variants assigned at various lod levels
1 Year Ago
Fixed incorrect chainlink colours in NMS
1 Year Ago
Fixed incorrect bollard colour on cargo ship (note that this will conflict with the test_cull branch, I recommend taking this version and renaming it to match the new prefab name)
1 Year Ago
1 Year Ago
BillBTestMap spawn point height fix
1 Year Ago
Merge main -> Bikes
1 Year Ago
When the player right clicks a shipping container block while holding a spray can, select the last used spray colour in the pie menu by default instead of the colour of the shipping container block that the player right clicked on
1 Year Ago
Advanced Xmas lights can now be placed up to 200m in length and will not consume the item amount when used
1 Year Ago
Merge from main
1 Year Ago
Merge preprocess refactor -> monument_scenes
1 Year Ago
Refactor PrefabPreProcess to pass an options struct instead of `bool resetLocalTransform` - add options to turn each part of PreProcessing on and off - default to everything enabled - Scene2Scene will only run the stripping, not PreProcess() callbacks
1 Year Ago
Removed 3P green laser from the ground underneath the turret Added the red laser to the turret, just to test
1 Year Ago
Brake light prefab tweaks/additions
1 Year Ago
Added the exhaust
1 Year Ago
Probably fixed all the remaining light issues. Untested yet.
1 Year Ago
Fixed vehicle light scripts not using the correct default values.
1 Year Ago
merge from protobuf_skip_default_fields -> aux1
1 Year Ago
Codegen
1 Year Ago
merge from main -> protobuf_skip_default_fields
1 Year Ago
Cherrypick audio fixes back to audio_import_music_clips now that it's working properly
1 Year Ago
Fix music clips preload
1 Year Ago
Fixed using OR to check for changes instead of AND
1 Year Ago
Audio clips with platform specific settings removed
1 Year Ago
Batch together audio import updates with AssetDatabase.StartAssetEditing() to reduce the time it takes to run Fix progress bar not being cleared when reserializing all assets Fix some audio clips not being detected as modified and their changes not being saved Remove obsolete platform specific import settings for audio clips
1 Year Ago
Merge from audio_import_music_clips -> aux1
1 Year Ago
Reserialize 5.5k audio assets to see if it fixes "CompressedInMemory" being decompressed in memory (could also be asset bundles not rebuilding properly)