201,765 Commits over 4,171 Days - 2.02cph!

4 Minutes Ago
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7 Minutes Ago
Update manifest
8 Minutes Ago
Create deep sea manager entity - spawn as an important entity - create center of map so we don't have to worry about bounds Create basic deep sea prefab that contains box colliders around the ocean - entity will spawn the "deep sea" prefab
42 Minutes Ago
Revert shader changes that turned out to be not required for indirect instancing. (I'm glad. They didn't make any sense, either.)
1 Hour Ago
Refactor server restart message phrases
2 Hours Ago
Compile fixes
2 Hours Ago
Code gen compile fix following main rebase
2 Hours Ago
merge from main
3 Hours Ago
Updated ceiling light deploy guide to include its wire, enabled rotation before placement
3 Hours Ago
Tweaked chandelier box trace so it can't go too close to the surface below Tweaked deploy volume
3 Hours Ago
Fixed string light control box LODs
3 Hours Ago
Updated string lights descriptions
3 Hours Ago
Restored fairy light emissive
4 Hours Ago
Chandelier deploy guide and icon Fixed pooling issue
5 Hours Ago
Chandelier cable is swapped to a non cutout mat when >5m away
5 Hours Ago
Chandelier blocked toast says what entity is blocking, when it can Added a prevent building collider to the cable Additional server checks
5 Hours Ago
🎉 Successfully generating accepted protobufs in editor
5 Hours Ago
Generate into the data plugin folder as normal
5 Hours Ago
Add into codegen Seperate generation code into its old assembly
6 Hours Ago
Added support for Deferred Decal rendering in the new render pipeline
6 Hours Ago
merge from cctv_helper_convars --> main
6 Hours Ago
Codegen after merge conflicts
6 Hours Ago
Chandelier interpolation, chains and pedal animations
6 Hours Ago
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Today
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merge from main
Today
merge from fix_light_dynamic_lods --> main
Today
merge from minicopter_damagefx --> main
Today
Shader changes for indirect instancing (changes which are likely not required)
Today
Shader changes for indirect instancing (supported shaders)
Today
Shader changes for indirect instancing (include files)
team_bag_labels -> main
Another NRE that could've snuck in
Today
Remove old unused LOD fading variant
Today
Clean up instancing shader code and remove old instancing code
Extra NRE safety check
Today
Rebase on /main
Today
small ramp blockout and test anims exported
Today
Merge material changes for indirect instancing
Today
Merge indirect instancing tools (standalone edition)
Today
Fix material changes never being actually applied
Today
Rebase on /main
Today
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main -> team_bag_labels
Can now generate protobufs inside Unity rather than inside a seperate .exe externally. Befefits: Platform agnostic, no need for .BAT files Can run through our existing Codegen system No need for external or duplicate definitions of classes In the future can make in engine viewers/editors
Today
Enable instancing on 3042 supported materials