193,561 Commits over 4,079 Days - 1.98cph!

1 Year Ago
Sprint bar timing works properly, with network sync
1 Year Ago
Sprint WIP + remove leftover snowmobile mount code
1 Year Ago
Added egress state to debug_cargo_state debug_cargo_status and debug_info no longer need to be called from in-game
1 Year Ago
Updated finger gun gesture to use middle finger too. Added icon
1 Year Ago
Flag/proto setup and refactoring
1 Year Ago
Finger gun gesture
1 Year Ago
Convert some inputs to flags
1 Year Ago
Two cargo ship movement fixes: -Fix the cargo ship no longer being able to egress if it was saved/loaded while egressing (it's possible this has never worked). It would just keep sailing away forever (and start venturing into NaN positions). -Fix a case where the cargo ship would not be able to rotate to face it's desired waypoint if it spawned facing perfectly away from the waypoint. The cargo ship rotation logic would not work if the ship was facing the completely opposite direction, it now receives a bit of a nudge if this ever happens to ensure it can start to rotate. This would have likely caused newly created cargo ships to rarely get stuck at their spawn point.
1 Year Ago
Fix quote mark location in PrintDefinedFlags
1 Year Ago
Another compile fix
1 Year Ago
Got rid of the bike gears, only one gear now as the model implies
1 Year Ago
ProgressBar now supports emptying the bar over time instead of filling it, more like a countdown. Use the new system for the stamina bar.
1 Year Ago
Centre of mass edit
1 Year Ago
Server compile fix
1 Year Ago
Updated throat cut gesture - fixed some translation issues
1 Year Ago
Enabled dof translation on player avatar for better retargeting results
1 Year Ago
vm sks - added test anims for sprinting/jumping/landing, added layer and params to animator
1 Year Ago
Clatter helmet PFX fixes and visual refresh: -Flame tone adjusted to be more in line with the new fires. -Improved heat shimmer, which had regressed. -Performance optimized: No longer relies on noise, less overdraw & LOD tweaks. -Cleaned a script from the prefab that was doing nothing.
1 Year Ago
Improved test results formatting Added WaitUntilWithTimeout yield instruction
1 Year Ago
Experimenting with updated protobuf codegen which doesn't copy data around as much
1 Year Ago
Expose changing damage of weapons & armor protection values Add ability to search entity & item names
1 Year Ago
bicycle skin, LOD setup and rear wheel split for future setup
1 Year Ago
IO switch tests
1 Year Ago
Added Time based fading (work in progress - includes updates to visualiser) Fixed some issues with distance fading Improved import - no longer reloads assets during import which is 2022.3 causes a warning
1 Year Ago
workers house latest wip
1 Year Ago
Added vending machine. Setup custom sell orders. Disabled colliders on client.
1 Year Ago
Added "content_descriptors" to steamworks.FileInfo result It is a table of possible values: "general_mature", "gore", "suggestive", "nudity", "adult_only", Rework Portal Rocket Turret targeting to make the SetTarget input work Do not prevent C_BaseAnimating entities from rendering if sequence = -1
1 Year Ago
Added a low pass smoothing filter to steering as well as tweaking existing steer deadzone values. Outside of deadzone now ensures straight wheels
1 Year Ago
Fixed power passthrough set to 0 by default on empty outputs, to clarify when power is blocked and when power passes through
1 Year Ago
Added first IO acceptance tests for AND switch, OR switch, electrical branch and blocker
1 Year Ago
Added steering deadzone to avoid over corrections
1 Year Ago
merge from fix_eventrecord_pooling_error
1 Year Ago
Added RustTestFixture, which includes helpers to easily spawn and destroy entities Cleanup and naming
1 Year Ago
Added SetUp and TearDown methods executed before and after each test
1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
Cut/throat slit gesture
1 Year Ago
bicycle LOD0 skining and ik positrion adjustment
1 Year Ago
More memory optimisations - attempting to reduce the number of transforms/gameobjects/renderer components there are in the world by consolidating them into a single RendererLOD when possible eg. a RendererLOD has three child LODs all at 0,0,0 - this process caches the mesh and materials used at each LOD level and creates a new renderer/filter on the RendererLOD root and switches the mesh and materials when adjusting LODs. This allows us to delete the child transforms entirely. Process is entirely automatic and applied at runtime to all RendererLODs so no change to artist workflow. Some initial results: Launch site goes from 30,409 transforms to 21,131 Outpost goes from 11,850 -> 9,633 Harbor_1 goes from 17,233 -> 13,125 That's a total saving of over 15k transforms, renderers, filters just from three monuments!
1 Year Ago
Fixed manifest not being included, still not loading
1 Year Ago
Minor anim tweaks to middle finger + double middle finger gestures. Fixed ulna rotation not being applied
1 Year Ago
Basic sprint progress bar
1 Year Ago
Various pedal bike work
1 Year Ago
Double middle finger gesture
1 Year Ago
Hand IK rotation edit
1 Year Ago
Lerp the sprint pose change
1 Year Ago
New sprint mode pose for bicycle rider
1 Year Ago
Full manifest rebuild
1 Year Ago
New attempt - load all preprocessed prefabs into a dedicated client/server scene and include that in the build Created new FileSystem backend that is mostly working, builds are done via Builds/PreProcess/ menu
1 Year Ago
Middle finger gesture