127,044 Commits over 4,171 Days - 1.27cph!

7 Minutes Ago
Restore changes
8 Minutes Ago
Merge from main
26 Minutes Ago
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46 Minutes Ago
commit of annoying material list that keep modifying until committed
46 Minutes Ago
FC2 scene to prefab
48 Minutes Ago
disabling lightgroupattime throughout for now
49 Minutes Ago
Weather changes when entering the portal, getting progressively worse until you reach the end Players are only teleported once they fully cross the portal
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
merge from dome_diesel
1 Hour Ago
2 Dome diesel spawns moved to puzzle
1 Hour Ago
commit of annoying material list that keep modifying until committed
1 Hour Ago
carrying on with lighting pass, fill lights for bespoke segments throughout floating city 2 added some dim fill lights to bridge prefabs to accelerate lighting throughout levels wherever they are
2 Hours Ago
subtract 132375 132374
2 Hours Ago
subtract 132376 merge from monument_notification_sounds
2 Hours Ago
merge from monument_notification_sounds
2 Hours Ago
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2 Hours Ago
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3 Hours Ago
merge from satdish_puzzle
3 Hours Ago
Fixed BP fragment not spawning after being looted at satelite dish monument
4 Hours Ago
Replace normal sprinkler visuals with "new" sprinkler_model in electric.sprinkler.deployed prefab
4 Hours Ago
Add new sprinkler_model prefab that has two set of renderers: one for skinned meshes and one for normal renderers - reduce skinned LODs from 3-> 2 since the AnimatorLOD will turn off the renderers once they are past 25m (meaning it will switch to placeholder renderers) - reduce unskinned LODs from 4->3 since the 4th LOD was messed up (still hide after 100m)
4 Hours Ago
Add SkinnedPlaceholder component that will switch between skinned & normal mesh renderers depending on the animator being active - can check animator for bool parameter and check if it's in a known inactive state - poll every 5s (configurable) to see if the animator is inactive - send event when the animator is activated from EntityFlags_Animator
5 Hours Ago
More spawning
Today
merge from modding_cui_merges -> main
Today
Fix verticalNormalizedPosition not starting at 1 (top of screen)
Today
- fix pivot missing from normal UI elements - fix rotation missing from ScrollRect
Today
Make new empty methods for oxide to hook, original ones got deleted when fighting with codegen
Today
merge from main -> modding_cui_merges
Today
merge from optimize_windows_console -> main - fix colored text being logged on main thread instead of queued to console thread
Today
merge from fix_puzzle_reset_analytics -> main
Today
Fix puzzle analytics having "Submit()" commented out. whoops
Today
Spawning
Today
Switch the default limitBias of the effect mipmap group from +1 -> +0 to rule out the mipmap from being stripped out at build time (even though the setting is disabled, who knows)
Today
merge from main -> test_effect_quality
Today
Codegen
Today
Fix showing "Died to KillerName" with random death reason when joining a server at the start of a wipe - caused by lifestory being persisted from a previous wipe in the death database - include wipeId inside the LifeStory protobuf and invalidate the lifestory when loading if the wipe id doesn't match
Today
Finalized sculpt
Today
Fix nothing actually rendering with new Graphics.DrawMeshInstancedIndirect based draw call submission
Today
Fix NRE in Indirect Instancing debug overlay
Today
Add agressive optimisation attributes to the hot path of Indirect Instancing.
Today
Buoys spawned closed to the entrance portal Some cleanup, baseline for climate effects when crossing the portals
Today
Fixed entrance portal spawning out of the terrain margin on small terrain maps, player were killed before reaching it
Yesterday
Make username optional field since it's not included anymore
Yesterday
Optimize turret & TC to use HashSet<ulong> instead of List<PlayerNameID> - makes it faster for them to check auth - protobuf data still uses PlayerNameID but only saves steam id for backwards compatability
Yesterday
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Yesterday
Yesterday
Apply oil rig changes via S2P Add support for different sounds for large/small oil rig