193,473 Commits over 4,079 Days - 1.98cph!

3 Months Ago
merge from laserlight_green_fix
3 Months Ago
Update phrases
3 Months Ago
Add ownership phrase to easter egg items
3 Months Ago
Add ownership phrase to christmas presents
3 Months Ago
Add code support for ownership to ItemModUnwrap (christmas presents & easter eggs) - also adds support for items spawned from a loot table to be created with ownership
3 Months Ago
Fix Christmas Presents & Easter Eggs not giving items - Unity bug from primitive where it was serializing `allowedItems` cached array as an empty array instead of null even though it was private
3 Months Ago
Fixed laser light color selection showing red twice - green was using the red token
3 Months Ago
Add ownership when item is taken from advent calendar
3 Months Ago
siegeweapons_terrain_proxy_fix -> main
3 Months Ago
Put on the other catapult World Colliders
3 Months Ago
crafting_update -> Aux2
3 Months Ago
bees -> crafting_update
3 Months Ago
- Beehive trigger fix - More material changes
3 Months Ago
merge from sirenlight_culling_fix
3 Months Ago
crafting_update -> Aux2
3 Months Ago
bees -> crafting_update
3 Months Ago
Fixed siren lights short culling distance Some optimisations, added a missing LightAmbientLOD on the point light
3 Months Ago
More circular test bee particles
3 Months Ago
Two more ways to try and record a players water level for more accurate Bee Behaviour. Use water factor, time since last water splashed and wetness values to try and get a decent view of a players water behaviour
3 Months Ago
Hazmat suits and wetsuits now stop the player from getting wet when water is splashed on them
3 Months Ago
Removed ItemInformationPanel.EligableForDisplay warning log
3 Months Ago
Swapped one hack for a different cleaner hack when handling bee sting damage
3 Months Ago
Rework how LZMA decompression works for BSP files The existing code was awful. The new one is less wasteful. Make util.TableToJSON output whole numbers without decimal point Minor cleanups
3 Months Ago
flameexplosive_effect_alignment_fixes -> main
3 Months Ago
Fixed Flame Explosive splash effect not listening to normal alignment
3 Months Ago
merge from horse2_fixes/handling
3 Months Ago
Fixed horse head motion going crazy at low framerates
3 Months Ago
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3 Months Ago
merge from horse2_fixes/handling
3 Months Ago
Fixed horse steering tip never stopping from showing up Steam stat was not properly incremented
3 Months Ago
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3 Months Ago
Fixed DLSS server compile errors
3 Months Ago
Merged DLSS/DLAA AMD crash fix into main
3 Months Ago
Updated MenuUI.Options.Graphics prefab to have DLAA again and added a script that disables DLAA and DLAA when they aren't supported
3 Months Ago
tiger ledge attack reexport with no vertical movement
3 Months Ago
wip food anim events
3 Months Ago
Merge from fast_debug_draw (expand character set)
3 Months Ago
Expand character set of fast debug draw to all of ASCII and some useful characters from CP437
3 Months Ago
Merge from main
3 Months Ago
- Better fix for tiger behaviour ping pong - Further experimental changes to fsm declaration style
3 Months Ago
tiger ledge attack rootmotion bone now aligns with the hip bone throughout the animation
3 Months Ago
merge from main
3 Months Ago
- Updated the DLSS plugin to include a hardware support check. - Added a script to the DLSS and DLAA options in the MenuUI.Options.Graphics prefab to disable them when DLSS ins't supported.
3 Months Ago
reverting flashbang anim controller change
3 Months Ago
- added asset folders - added viewmodel blockout to viewmodel prefab
3 Months Ago
Adding first pass chicken reaction animation
3 Months Ago
merge from flamejet_optimisation
3 Months Ago
Make sure to exclude flamethrowers from the FlameJet changes on 113874
3 Months Ago
- Fix tiger going back and forth between slow sneak and fast sneak states - Introduce shorthand notation for FSM transitions through logical operators overload - Remove unused states
3 Months Ago
coarse query grid split into upper and lower slices, avoiding tunnels flooding the map - trigger bounds that cross theshold are represented in both - only queries that cross theshold query both grids - using initial caves network visibility threshold to separate as eliminating tunnels from the main above-ground usage is the main goal here and this works well for that - increased cell size again, more granularity isn't needed now