127,420 Commits over 4,201 Days - 1.26cph!

10 Months Ago
Added convar (accessibility.disableMovementInInventory) to block player input when then inventory screen is open. Added a UI toggle option for it in the Accessibility options menu UI.
10 Months Ago
weapon camera clipping fixes
10 Months Ago
When generating covers, automatically delete previously spawned sub monuments
10 Months Ago
Added wheel FX to Ballista
10 Months Ago
Fixed Repair Bench pushing an NRE if not unlocked via steam, or dlc item but also doesnt have proper steam category supplied
10 Months Ago
Ballista damage redirection
10 Months Ago
Setup Medieval Metal Double Door Skin Asset File Game Manifest Update
10 Months Ago
merge from fix_barricade_placement_excavator -> main
10 Months Ago
S2P excavator
10 Months Ago
Mark coal piles at excavator as "barricades allowed"
10 Months Ago
merge from fix_antihack_kick_reserveslot -> main
10 Months Ago
- Added catapult wheel effects - Sorted siege tower wheel effect positions
10 Months Ago
Look deving broken wood floor on jungle floor pieces
10 Months Ago
WIP: rewriting stream processing to gather frame data during pre-process step - Should fix invalid make placement in a frame + be more efficient to generate, as we only do 2 stream scans per thread stream instead of 4. Not complete, need to track down why alloc offsets are invalid for last frame.
10 Months Ago
merge from fix_exavator_bucket_lod -> main
10 Months Ago
merge from fix_exacator_bucket_lod -> main
10 Months Ago
Deployable positionOffset renamed to guideMeshPositionOffset
10 Months Ago
Removed duplicate normal map compression on workshop items
10 Months Ago
S2P excavator
10 Months Ago
Ballista damage renderer
10 Months Ago
Increased and added more trigger volumes on siege tower - should prevent random kicks for flyhack
10 Months Ago
- All constructables now automatically rotate to face away from you when placing (makes it more intuitive to place) - Increase catapult max place distance to support the larger build check radius
10 Months Ago
Added player check triggers to catapult, battering ram and ballista constructables
10 Months Ago
Battering ram damage renderer
10 Months Ago
- Setup to allow constructables to block repair if any player is ontop of the entity - Push toast to the 'repairer' to let them know - Added to siege tower initially
10 Months Ago
Material bug fix on construction stage ballista
10 Months Ago
Upgraded and recompiled the GfxPluginDLSSNative dll and fixed the DLSS artifacting when using Ultra Performance mode or small resolutions
10 Months Ago
Updated Medieval Metal Double Door Icon to stop clipping issue
10 Months Ago
Added Place Holder Medieval Metal Double Door Icon
10 Months Ago
Updated Medieval Metal Double Door Prefabs Changed Medieval Metal Double Door Frame texture resolution from 512
10 Months Ago
Updated Medieval Metal Double Door FBX's Imported and Setup Medieval Metal Double Door GIBS
10 Months Ago
Created Medieval Metal Double Door Material Imported Medieval Metal Double Door Textures
10 Months Ago
Full manifest rebuild
10 Months Ago
Set up battering ram and catapult death screen ui Fixed a minor battering ram issue with an unfilled hit info field
10 Months Ago
Deployables can now show "Blocked by terrain"
10 Months Ago
Added an entity whitelist setting to SocketMod_Sphere Ladders can now be deployed in siege weapons prevent building volume
10 Months Ago
main -> primitive
10 Months Ago
hash_conflict_planter -> main
10 Months Ago
Fixed respawning planter causing hash conflicts on sockets
10 Months Ago
manifesti_fix -> primitive
10 Months Ago
10 Months Ago
Merge: from amvienceemitter_recycle Fixes an inconsistent bug on client disconnect from a server trying to reactivate a gameobject. Tests: validated it doesn't affect entity pool warmup sequence (as we create->retire there). Using `log.level Audio 2` and a bit of 100% code-forcing the issue, disconnected 3 times: - without the fix, it was 100% generating an error on disconnect - with the fix, had 0 error reports
10 Months Ago
Bugfix: don't try to reactivate a destroyed spawnpoing in SERVER+CLIENT - Reimplemented the spawn point status based on new internal state - this retains original behavior Editor-only bug caused by my previous change of pooling behavior (destroy object instead of trying to pool it on scene unload). Tests: on Craggy spawned and disconnected - no errors. Checked BaseSpawnPoint inheritance hierarchy to ensure there's no other places trying to activate gameobjects
10 Months Ago
edited player animation.controller so the shield impact animations work correctly
10 Months Ago
Battering ram compile fix
10 Months Ago
Merge: from main Tests: compiled in editor
10 Months Ago
change approach to be parallel friendly, triangles are found in parallel and then vertices are found in serial (cached by triangle edge to re-use between triangles that share an edge) - flat array layout of the SDF array is terrible for caching in this setup, but still see a benefit from this approach
10 Months Ago
Fixed physics issue when building the ballista Added a position offset setting for deployable guide mesh
10 Months Ago
Siege tower deployable on rocks too
10 Months Ago
Catapult and battering ram deployable on rocks