198,864 Commits over 4,140 Days - 2.00cph!

1 Year Ago
tweaked light position on vendor truck slightly to help avoid ring, tweaked uvs to avoid light bleeding, tweaked indicator colour to be more yellow on rear
1 Year Ago
Codegen
1 Year Ago
fix
1 Year Ago
fixed correct uv channel on transparent emissive , fixed bleeding edge on truck lights
1 Year Ago
Prevent NPCVendorTurrets from corrupting saves again
1 Year Ago
Send price multiplier of sell orders in the data for rust+ (won't be visible for now)
1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
Added a parameter to ToBaseEntity to allow destroyed entities to be returned from the registry Use that in TriggerBase to detect destroyed entities
1 Year Ago
merge from main
1 Year Ago
Missing files
1 Year Ago
Created and setup icon for travelling vendor
1 Year Ago
handcuff viewmodel anims updated
1 Year Ago
merge from wireisolation_fix
1 Year Ago
updated handcuffs cinematic to be rigged
1 Year Ago
hitbox gizmos match their actual size
1 Year Ago
more burst cloth - changed integration method - reduced position and orientation to a single spring value each, collision still managed with separate spring - cleaned up unused cloth material properties
1 Year Ago
merge from Bikes
1 Year Ago
merge from hood_and_cuffs
1 Year Ago
merge from collapse_renderers_default
1 Year Ago
Enable condition on handcuffs item
1 Year Ago
Codegen
1 Year Ago
Merge from main
1 Year Ago
undo projectsettings.asset being commited
1 Year Ago
Undo projectsettings.asset being commited
1 Year Ago
See if this fixes aux1 client buld
1 Year Ago
Fix editor compile error
1 Year Ago
Merge compile fix to aux1
1 Year Ago
Fix compilation error on server
1 Year Ago
Merge from scene_warmup -> aux1
1 Year Ago
Only require scene_warmup prefab as parts of async asset warmup was running Add async and synchronous LevelManager.LoadScene() methods as the async one was having issues running on main thread Add more logging and try catch if a scene fails to load - don't throw error if warming up a prefab twice, but delete it and log a warning
1 Year Ago
Merge from tutorial_map_fix
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