127,739 Commits over 4,201 Days - 1.27cph!

1 Year Ago
Complete/fail setup
1 Year Ago
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1 Year Ago
Initial scene setup
1 Year Ago
merge from main
1 Year Ago
Experimental changes to horses, trying to improve the gamefeel - Added subtle neck movement in the direction you're heading - Increased turning speed - Reduced stopping time, pressing backward at full speed will now trigger the stand anim and slide
1 Year Ago
Start/stop basics
1 Year Ago
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1 Year Ago
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1 Year Ago
separation of towing (renamed from hitching) into its own class, exposing an interface for things that want to tow or be towed (shared interface, the joint goes both ways)
1 Year Ago
QteEntity, QteSnake and TriggerQTE basics.
1 Year Ago
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1 Year Ago
Added snake model to entity
1 Year Ago
Initial files/prefab/folders
1 Year Ago
Merge from main
1 Year Ago
1 Year Ago
small caves rocks dressing
1 Year Ago
medium caves rocks dressing
1 Year Ago
Allow surrender gesture when ducking
1 Year Ago
merge from /world_update_2/flashlightfixes/fulloverhaul/
1 Year Ago
merge from travelling_vendor_fixes_2
1 Year Ago
merge from patrol_heli_crash_filters
1 Year Ago
merge from radioactive_water_buff
1 Year Ago
large caves rocks dressing
1 Year Ago
update to mil tunnel rocks prefab, some terrain tweaks to go along
1 Year Ago
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1 Year Ago
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1 Year Ago
Some folder restructuring now that we have actual assets
1 Year Ago
Reapply animator changes
1 Year Ago
Merge from main (stomp PlayerAnimation, will need to redo changes)
1 Year Ago
Proof of concept for using AsyncGPUReadback to get the mesh data from the GPU even if it's been marked as non r/w Only grabs vertices for now
1 Year Ago
Adjusted RendererBatch inspector to more accurately recommend fixes (eg. LOD0 and LOD1 are incompatible but LOD2 is batchable, now shows all issues and a buton mark the mesh as r/w) Updated the scene wide fixers to mark a mesh as r/w if at least one mesh in a LOD hierarchy is compatible with batching Reran the automated updater, gixed a further 62 items This brings the batches in radtown to around 2300, a saving of around 700
1 Year Ago
Slight value tweaks
1 Year Ago
Greatly buffed rad amount from sprinklers by over 70% This makes it high enough to lightly affect full kits
1 Year Ago
Buffed the amount of rads given by splashes of radioactive water by 40%
1 Year Ago
Prevent Bunker Entrances being valid targets for heli crash
1 Year Ago
Fix taking radiation damage from certain combinations of clothes despite having 10 radiation protection - round radiation on server to nearest whole number
1 Year Ago
Added a warning to the RendererBatch component if a mesh has been assigned that is not compatible with renderer batching Checks for submeshes, vert counts and r/w status Added a tool in "Tools/Optimize/Find RendererBatch not marked read write/Fix" that will enable r/w on any models in the scene that are otherwise compatible with batching Ran this on radtown, picked up 177 objects S2P radtown
1 Year Ago
Fix crafting queue getting stuck at 0 seconds and wrong item when reordering crafting queue and cancelling items
1 Year Ago
Fix water jug & bucket dumping water if you leave water while holding right click to fill them
1 Year Ago
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1 Year Ago
Merge from main
1 Year Ago
- Add a boolean to monuments allowing manual control of if heli should crash there or not - Ensure patrol heli respects the filter
1 Year Ago
merge from wallpaper
1 Year Ago
merge from stables_npc_fix
1 Year Ago
Fix NRE happening on TravellingVendor::IgnorePlayer
1 Year Ago
Wrap spawn logs in UNITY_EDITOR checks
1 Year Ago
Merge from fix_computer_station_enter -> main
1 Year Ago
Stop Travelling Vendor from spawning on top of stuff inside the Radtown: - Simplified Travelling Vendor spawning - Profiling for spawn attempts - Topology alongside better physics checks - Refactor
1 Year Ago
Fix having to click on the input field after each camera you enter in computer station