141,175 Commits over 4,383 Days - 1.34cph!

1 Year Ago
merge from io_networkcache
1 Year Ago
Updated kapok mesh and prefab Added swinging vine texture Created a viewmodel vine mesh
1 Year Ago
Update wolf night eyes effect
1 Year Ago
Re-enabled network cache on RF and RC entities, not needed anymore
1 Year Ago
Enable croc eyes shining in the dark
1 Year Ago
Fix tiger and panther eyes not shining at night (eyes parented to wrong bone)
1 Year Ago
Fix tiger and panther eyes not shining at night (eyes parented to wrong bone), previous commit didn't go through
1 Year Ago
Face towards player when re-appearing
1 Year Ago
Merge from jungle_update
1 Year Ago
Optim: use Burst to generate commands in GamePhysics.OverlapSpheres - It used to be there, but lost it during refactor Tests: unit tests
1 Year Ago
Clean: minor changes to GamePhysics - Renamed batch methods to be plural - Split GamePhysics.CheckSphere<T> to separate OverlapSpheres - added profiling scopes Tests: unit tests
1 Year Ago
Fixed vine renderers not spawning on proc gen
1 Year Ago
merge from high_walls_skins
1 Year Ago
Added a fallback error for ShowBlockedByEntityToast, used when GetBlockedByErrorFromEntity returns nothing
1 Year Ago
Merge from jungle_update
1 Year Ago
Obscure vision overlay improvements
1 Year Ago
Merge from blowpipe
1 Year Ago
Update: move RemoveTerrainMask to GamePhysics Tests: unit tests
1 Year Ago
Update: move GenerateCheckCapsuleQueries to GamePhyics and utilize Tests: ran unit tests
1 Year Ago
Update: split GamePhysics.CheckCapsule<T> - forbid CheckCapsule(batch) from returning ColliderHits - this is to better represent relationship to non-batched CheckCapsule Tests: unit tests
1 Year Ago
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1 Year Ago
Move the npc radius check after the filter radius check in the spawning flow, as it's cheaper if we early out at the filter stage
1 Year Ago
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1 Year Ago
Fix too few crocs and tigers, new spawning filter
1 Year Ago
Fix NRE set line renderer state (was causing fake physics ropes to break occasionally and not render)
1 Year Ago
- Fixed budgetted visuals not working when vine needs to move its end point to point in the destination (still not perfect) - Auto set rope length in SwingingRope instead
1 Year Ago
resized the jungle building skin textures to final rez - fixed floor.triangle missing its jungle skin script
1 Year Ago
Missed Snake Spoiled Meat Material file
1 Year Ago
Setup Snake Raw, Spoiled and Cooked Meat Updated Snake Raw Textures
1 Year Ago
Added ladder trigger volume to zigg water tank
1 Year Ago
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1 Year Ago
- Fake Physics rope can now manually have its update methods ran - Vines are now updated in budgeted update like before
1 Year Ago
More leap fixes
1 Year Ago
Update: adding GamePhysics.CheckCapsule(batch) Last factored out func - should be able to complete refactor shortly Tests: none, will integrate to tests next
1 Year Ago
lowered normal intensity on zigg exterior concrete layer to nominal value as stronger values make projected decals display incorrectly
1 Year Ago
Zigg scene, fixed the terrain alpha map - tweaked terrain splats (less gravel, more forest soil) - did some set dressing around the water tanks area
1 Year Ago
Leap animator fixes
1 Year Ago
Bugfix: fixing native allocation leaks in tests Tests: ran the tests with leak detections enabled
1 Year Ago
bear_rug_deploy -> main
1 Year Ago
Apply the same recent rug deployment improvements to the bear rug
1 Year Ago
Update: GamePhysics.CheckCapsule<T>(batch) internalized layermask handling There's room for optims, but not going to pursue them for now - will test later how the perf deteriorates with the new APIs. Tests: ran relevant unit tests
1 Year Ago
leap attack animator setup
1 Year Ago
Added final COL and LODs for big zigg
1 Year Ago
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1 Year Ago
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1 Year Ago
merge from vines
1 Year Ago
jungle zigg tank large - tweaked materials to better mesh with the surrounding environment, added a decal for moss on top. Arranged folder structure
1 Year Ago
Hide condition bar on bag, bed and towel items (they can only be full HP, or broken in softcore)
1 Year Ago
Merge from blowpipe
1 Year Ago
Merge from turret_scaling