250,398 Commits over 3,959 Days - 2.64cph!

7 Months Ago
update ejectbrass particles
7 Months Ago
Equipment renderer adjustments
7 Months Ago
shell casing adjustments
7 Months Ago
Don't destroy playerstate when orphaning. When connecting, look for a candidate playerstate that matches our SteamId and is unowned, so we can re-claim it I don't think we need this stuff
7 Months Ago
merge from wireisolation_fix
7 Months Ago
updated handcuffs cinematic to be rigged
7 Months Ago
Another NRE fix
7 Months Ago
hitbox gizmos match their actual size
7 Months Ago
Fix NRE when shooting Better logic for player marker vis
7 Months Ago
Removed a bunch of code we don't need on the Drone anymore
7 Months Ago
Cleanup, removed unused stuff
7 Months Ago
more burst cloth - changed integration method - reduced position and orientation to a single spring value each, collision still managed with separate spring - cleaned up unused cloth material properties
7 Months Ago
merge from Bikes
7 Months Ago
merge from hood_and_cuffs
7 Months Ago
merge from collapse_renderers_default
7 Months Ago
Enable condition on handcuffs item
7 Months Ago
Codegen
7 Months Ago
Merge from main
7 Months Ago
Use PlayerPawn in BuyMenu, not PlayerState
7 Months Ago
undo projectsettings.asset being commited
7 Months Ago
Undo projectsettings.asset being commited
7 Months Ago
Support Buy Menu items again
7 Months Ago
See if this fixes aux1 client buld
7 Months Ago
Fix editor compile error
7 Months Ago
Kill bots playerstates as well as their pawn
7 Months Ago
Merge compile fix to aux1
7 Months Ago
Fix compilation error on server
7 Months Ago
Merge from scene_warmup -> aux1
7 Months Ago
Only require scene_warmup prefab as parts of async asset warmup was running Add async and synchronous LevelManager.LoadScene() methods as the async one was having issues running on main thread Add more logging and try catch if a scene fails to load - don't throw error if warming up a prefab twice, but delete it and log a warning
7 Months Ago
Fix NRE on collider destroy
7 Months Ago
Move keyframe colliders pre physics step
7 Months Ago
Merge from tutorial_map_fix
7 Months Ago
Increase size of water backing on tutorial island map marker
7 Months Ago
Merge from main
7 Months Ago
Fixed item icon NRE's when first person spectating
7 Months Ago
Fixed incorrect camera position when first person spectating players on bikes (would have affected any other mountables that used the FirstPersonWithArmsEyesLerp mountable feature)
7 Months Ago
Fix client compile quickly before Jenkins notices
7 Months Ago
Merge Bikes -> main
7 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
7 Months Ago
Adjust sidecar bike steering
7 Months Ago
7 Months Ago
Refactoring, consolidated player reaction code
7 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
7 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion/hlod/
7 Months Ago
Full global S2P and HLOD regeneration
7 Months Ago
Switch from asset warmup -> warming up scenes of prefabs - loads scenes async in background rather than stalling main thread - acts similar to async asset warmup - loads autospawn prefabs first, then everything else - spawns world and loads entities, effects and misc prefabs in background - waits for entity scene to finish loading before running prefab warmup - prefabs not in warmup scene will be warmed up on the fly EntityToScene packs prefabs into warmup scenes - for all types of prefabs, not just entities - can configure with filters to choose what prefabs you want per warmup scene Added `scene_warmup` convar to enable feature - must restart for it to take effect - also requires partial loading to be enabled (this will become full async loading setting in future) Add `print_misses` convar to see what prefabs were missed by asset warmup or scene warmup Add warmup scenes into asset bundles Don't destroy '_Warmup' scenes when loading a new scene via LevelManager.LoadScene() - destroy all other scenes and load new scene async - run synchronous for normal loading
7 Months Ago
Fixed null mesh entries being included in HLOD
7 Months Ago
More rider bouncing around from collisions etc
7 Months Ago
HLOD meshes will now skip objects with "Core/Foliage" materials