221,907 Commits over 3,653 Days - 2.53cph!
overlay mask for armor display
PostProcessLayer fall back to normal render path when TAA is disabled
A bit more robust against NRE in MoveItem from RPC.
OnAttackedFromServer is now sent to specific player, rather than broadcasted.
fixed characters not ragdolling after falling death
Skinning mesh using bone weights
fixed issue with hinge door traps, nav mesh bug, slowed down tod change, other stuff i cant remeber
Experiment: DontBecomeSolidWithPlayerInside no longer does anything
added additional keybinds for devtool time scale adjustment cus macs are shit and don't have half the keys
Session refactoring in prep for full custom scenario support
Removed occluder meshes from half wall building block (no longer required, don't cherry pick this)
Removed occluder meshes from building blocks (no longer required, cherry pick this)
Removed BuildPrivilegeTrigger from cupboard (no longer required)
Removed some super old obsolete "WorldItem_" components (all unused)
Removed PlaceSourceObjects procedural component (obsolete for a long time)
New entity socket finder checks all player building layers + the crater layer
Removed socket handle components (no longer required)
Fixed the AI debugger having a bunch of duplicate ticks.
fix for quickcraft icon lag when looting players
removed map update processing when the map was not even open (oops)
range guys won't switch to melee unless your within 20 units of thier z location, new module
PlayerBuildingPlacement cleanup
Word break
Latest Data
Latest Data
Trying out a new way of positioning the floating menu dock
Menu dock is now pinned while a docked menu is open
Menu dock is now at a better angle
Menu dock now only repositions if sufficently far away from the current view direction
Target Filtering for undesired objects now excludes clothes.
Dropping undesired items uses the drop interaction instead of drop blackboard item ability.
Removed construct vision trigger (no longer required)
more ai clean up, removed some actors from being read by nav mesh, fixed ai freezing issue, made branches more rare
Fixed UI missing raycaster