130,680 Commits over 4,232 Days - 1.29cph!

34 Days Ago
Canon animation pose updates to match ballista pose
34 Days Ago
Ramp, lods and gibs and textures
34 Days Ago
Updating 50 cal rig pivot points
34 Days Ago
replaced debug line with asserts
34 Days Ago
merge from deep sea
34 Days Ago
Merge from naval_update
34 Days Ago
Added plushies to the scene
34 Days Ago
Merge from naval_update/floating_cities
34 Days Ago
Reapply placeholder mission things to floating city, applied to Casino Barge prefab Run S2P
34 Days Ago
merge from main
34 Days Ago
Merge from main
34 Days Ago
supplies barge culling volumes for props
34 Days Ago
Anim updates and inital set up for blow pipe, boomerang and compass
34 Days Ago
fixed tarp material override order on security tower tarps
34 Days Ago
med bay barge culling volumes for props
34 Days Ago
removed unused scripts on hanging tarp prefabs
34 Days Ago
codegen for nightlight
34 Days Ago
merge from charityplushies_skinviewer
34 Days Ago
Fixed spray can reskin UI closing too early if the player was looking at a skinnable object above them Fixed spray can free spray clipping through some floor pieces on jungle foundations
34 Days Ago
Add `batch_industrial_pipes` convar to toggle the behavior - still need to call `refresh_renderers` to refresh them after changing behavior
34 Days Ago
Add support to override the max verticies per mesh for individual RendererBatch instead of changing global convar - increase from 1k -> 5k specifically for industrial pipes to capture more than the short stubby pipes - rest of the batching system stays the same - change original solution from adding RendererBatch at runtime to adding the RendererBatch to the PipeRenderer prefab and set it disabled since we can't set the override to 5000 before OnEnabled() is called - this causes every single prefab to be reimported but is safer than cranking global convar
34 Days Ago
Add industiral pipes to the batching system to reduce draw calls significantly when rendering industiral pipes
34 Days Ago
Progress
34 Days Ago
Topologies
34 Days Ago
Fix textures that are resized to the nearest NPOT by Unity on import being incorrectly flagged as "compression disabled" by the texture analyzer tool
34 Days Ago
Fix pool used for Vis.Entities() in AddNearbyTurrets() not returned to pool
34 Days Ago
cinematic_play will now fallback to the standard gestures if provided a gesture string that isn't in the cinematic list
34 Days Ago
Working rear turret. Aiming is still ugly Ensure roll values are removed by projecting our rotation onto fixed axes (not transform axes) Manifest
34 Days Ago
merge from biome-fog-stencil-volumes
34 Days Ago
merge from main
34 Days Ago
merge from fix_console_flickering -> main
34 Days Ago
Fix all the flickering in the windows console and all the pre-existing bugs - boils down to avoiding clearing text (by writing spaces) before writing the new characters, to prefering straight overwrite where possible - changed both status text and input text to only be updated when needed - that change created a bunch more bugs (not listed here for our sanity) and made below bugs stand out more - fix multi-line log messages cutting off when reaching the bottom of the buffer - fixed the cursor bouncing around as you are typing commands
34 Days Ago
merge from naval_update/deep_sea
34 Days Ago
Re-applied 132706 after merge
34 Days Ago
merge from naval_update
34 Days Ago
Deep sea generation tweaks and improvements
34 Days Ago
Add correct components to rear turret Standing mounted turret seat setup
34 Days Ago
Mounted Turret Seat now supports multiple turrets on the same vehicle Initial rear turret setup
34 Days Ago
Merge from deep_sea
34 Days Ago
shield improvements
34 Days Ago
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34 Days Ago
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34 Days Ago
merge from main
34 Days Ago
Setup right entities Setup prefab variants
34 Days Ago
Add favourite paths to the file dialog
34 Days Ago
naval_update -> gun_turret (missed files)
34 Days Ago
naval_update -> gun_turret