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138,487 Commits over 4,505 Days - 1.28cph!

2 Years Ago
Clean: Fixing depr warnings in Scripts/ViewModel - More ParticleSystem module usage - Also removed obvious comments 19 to go - there's basically no more large groupings, so the CLs will continue to be small Tests: none, trivial changes
2 Years Ago
Clean: Fixing depr warnings in Scripts/Client - More ParticleSystem module usage - Application -> SceneManager 23 to go Tests: None, trivial changes
2 Years Ago
Clean: Fixing depr warnings in Scripts/Procedural - Removal of dead Render.mateiralType - Renderer.castShadows -> shadowCastingMode - WWW -> UnityWebRequest - Explicitly use default QueryParameters for a RaycastCommand 26 to go Tests: None, trivial changes
2 Years Ago
garage door textures @2k
2 Years Ago
removed ladder box from sphere tank interior collider
2 Years Ago
BugFix: TerrainMeta now updates Terrain Material if it's missmatching Unity's deprecation made it so that our validate-and-update logic broke with 2019.2 and it's been silently skipping it. - Removed obsolete code (it always returned MaterialType.Custom) - Updated Hapis TerrainConfig to reference Terrain.v3.Hapis material (so that new logic doesn't set the wrong material on validation) Tests: Validated that all Release worlds have matching materials as in their TerrainConfig.
2 Years Ago
made armored window's collider soft side planar
2 Years Ago
Item store view with custom header
2 Years Ago
Merge from main
2 Years Ago
Stagger wolf when damaged a lot, instead of on every head shot
2 Years Ago
disabled shadow proxies on Launch site factory prefabs, walkways prefabs converted remaining walkway prefabs to MeshLOD
2 Years Ago
Add wolf bark before coordinated attack, add proper death state
2 Years Ago
plane updates - non-control surfaces use a different lift curve - adjusted curves - mouse input for pitch/roll, keys for yaw - debug csv output for surface values against different AoA - added testing scene
2 Years Ago
nope - doesn't work
2 Years Ago
playing with shadow proxies for master house shadow flicker
2 Years Ago
fixed cctv name spelling mistake
2 Years Ago
Fairy lights: Light bulb generation tweaks Spawn a real point light at each point Minor fix on the xmas light deployer
2 Years Ago
Add wolf howl
2 Years Ago
Clean: fixing depr warnings in Scripts/Effects It's all just ParticleSystem module usage additions. 39 warnings to go. Tests: none, trivial changes
2 Years Ago
Clean: fixing depr warnings in Scripts/Game/ - SceneToPrefab - using SaveAsPrefabAsset instead of ReplacePrefab - More ClientRPC(RpcTarget) usage - More ParticleSystem module usage - CreatorGibSpawner now caches and restore entire Random state when changing seed - prefabAssetPath -> assetPath Tests: Tested SceneToPrefab workflow by building "water well" monument prefab - although it produced inconsistent diffs, original impl also did. Checked the generated prefab visually - it matched. Also walked through Unity's call tree - the controlling variables were the same. About 55 left
2 Years Ago
Fix titles for the dlc
2 Years Ago
DLC icons, colours and prefab updates
2 Years Ago
Make fsms easier to edit by exposing them on the prefab
2 Years Ago
merge from cliffs
2 Years Ago
changed minimum sizes for unique environments procmap spawns canyons 3500+ lakes 3000+ oasis 2000+
2 Years Ago
Reparent root motion SOs to baseScriptableObject to avoid duplicating them in bundles, remove unused animatorStateName
2 Years Ago
Allow fsm transitions to pass parameters to the destination state, use it to select different animations to play on wolf when hurt
2 Years Ago
hid the barrier at the gates as it often floats on some seeds
2 Years Ago
Fixed offset in vehicle mountable gizmos
2 Years Ago
radtown s2p
2 Years Ago
cleared a blocker in master house bedroom added back missing ceiling lights in off variants in storage building large detached the barriers from front gates to allow AI vehicles through cleared a wider pathway for AI vehicles to drive through town raised mud tracks slightly to cope with procmap weirdness by the roadside
2 Years Ago
Merge from main
2 Years Ago
Try/catch GetDefinitionsWithPricesAsync and print any errors as warnings so we can still see it happening but don't kick people from servers Run RefreshItemList on repair bench panel in OnOpened rather than OnEnable so it's not firing during asset warmup
2 Years Ago
Fixed some more custom mode edge cases Fixed condition sorting not producing deterministic results when comparing items that don't have condition WIP demo: https://files.facepunch.com/jarryd/1b0711b1/Unity_OwO8TrZeZp.mp4
2 Years Ago
Styling
2 Years Ago
Added an option to set the sorting language of a box to the current client language in the sorting settings, allows accurate alphabetic sorting for non-english languages For when you need to sort your Pierres from your Bois
2 Years Ago
Load all translations on the server so we can do language specific alphabetic sorting server side (hardcoded to english for now)
2 Years Ago
Office Ceiling A material/texture pass.
2 Years Ago
Added a way to opt out of automatic sorting, enables a button on the container to sort instead
2 Years Ago
Deployable industrial fluorescent lights
2 Years Ago
Deployable string lights tests
2 Years Ago
Fixed sorting settings not getting immediately applied on the client side when changed
2 Years Ago
More custom fixes
2 Years Ago
Items not present in the custom snapshot are now last
2 Years Ago
Better handling of blueprints in custom sorting mode
2 Years Ago
Fixed snapshot not working reliably Better grid layout for custom mode Alphabetic sorting now works with blueprints (sorts based on name of the blueprint target)
2 Years Ago
Fix soundtrack not showing as purchased Implement song preview with auto toggle off
2 Years Ago
merge from tincan_alarm
2 Years Ago
Minor code change on the wire deployment following the construction errors refacto
2 Years Ago
merge from main