249,960 Commits over 3,959 Days - 2.63cph!

5 Months Ago
Skin setup
5 Months Ago
Water surface (not post-process!) - Work in Progress Water surface (not post-process!) - Work in Progress
5 Months Ago
Added Functionality to ItemInventory component. Items can be given to/from the inventory and will apply their respective effects Can now press E to interact with Interactables. Interacting with an Item will pick it up and apply all it's effects. Damage, IncomingDamage, Range, BulletSpeed, and BulletSize effects now all have proper functionality
5 Months Ago
Update: Network.Message implements IPooled Technically, this should be converted to a struct instead, but the benefit/effort is not worth it right now. Also marked a static as readonly, since we never modify it. Tests: single client-server session was pumping messages succesfully. Built all modes. Tested recoridng and playback.
5 Months Ago
5 Months Ago
Adjust Damage/Health Numbers Don't create Doors at un-occupied Exits Update .sbproj Added ItemEffects which can be added to ItemResources to have them easily apply various effects
5 Months Ago
Further tightening of divesite terrain anchors
5 Months Ago
Merge from world_update_2
5 Months Ago
ProceduralMapEmpty up to date
5 Months Ago
Fixed TSAA / AO image effect issues when flying above canyons looking down (caused motion vector / depth / normal artifacts)
5 Months Ago
Fixed lake volume sides sometimes being visible under the terrain (only visible when admin flying)
5 Months Ago
Removed bluish tint from cliffs Tweaked hill cliff slope masks / removed cavity masking
5 Months Ago
Update: WaterDynamics.InstanceBatch implements IPooled Also removed a bit of dead code and unused functions. Tests: checked that rowboat still produces foam
5 Months Ago
merge from wallpaper
5 Months Ago
Minor fixes to viewmodel mesh Viewmodel gloves hide hands
5 Months Ago
Reverted spray can hitscan changes 102638 This was causing issues and will need a more robust fix
5 Months Ago
Increased divesite anchor count. Anchor radius and height
5 Months Ago
Reduced tiling of heavily patterned wallpapers to improve icon readability
5 Months Ago
world_update_2 -> legacy_woodpile_improvements
5 Months Ago
Updating RustNative (removed old lake logic, fixes issues at shallow ocean areas)
5 Months Ago
New leaderboard api, allow year/month/week/date boards, allow always showing specific steamids
5 Months Ago
Update: PlayerReclaimEntry implements IPooled Tests: tested in local multiplayer in softcore mode
5 Months Ago
Don't let an invalid property break a whole stylesheet Show invalid properties in stylesheet inspector, make this all look and feel a bit more browser-y
5 Months Ago
merge from main
5 Months Ago
Merge from world_update_2
5 Months Ago
Decor topology is now considered blocked for road and river generation Place river source object right after river generation, so it can be avoided by road and rail generation
5 Months Ago
Fixed issues related to DecorSwim and WaterCheck Added terrainHeight to WaterInfo since we already retrieve it, saves duplicate calls into TerrainHeightMap by callers Added GetWaterAndTerrainSurface (returns both) and GetWaterOrTerrainSurface (returns the max of them) to WaterLevel
5 Months Ago
Fixed wallpaper retro 2 diff texture guid mismatch just in case (the mat was pointing to an invalid asset on my machine)
5 Months Ago
VR: HapticEffect sends duration in milliseconds, as expected
5 Months Ago
VR: Hook WorldScale up directly to IPD
5 Months Ago
corrected skin constraint update maths - added skin constraint gizmos
5 Months Ago
merged from fire_extinguisher
5 Months Ago
Selection history editor window now saves its history between sessions
5 Months Ago
Imported Standing Coat Hanger Textures and Models Added and Setup Standing Coat Hanger Prop Prefab Setup Standing Coat Hanger Material, Colliders and LODs
5 Months Ago
burst cloth - moved skin constraint updates to IJobParallelForTransform to stop mainthread waiting for previous jobs (even though we only need read-only access, it doesn't know that) - fixed retrieval of bone data for player preview case
5 Months Ago
Too many errors from this
5 Months Ago
merge from armored_window_collider_fix
5 Months Ago
fire_cabinet deployed gibs test - not to be merged
5 Months Ago
Update: ImpostorBatch implements IPooled Moved some code around and removed some always-true checks. Tests: during local game hit all new functions in the right order
5 Months Ago
player update. made unique compound bow deploy and fire anims to match viewmodel
5 Months Ago
Global stats have min, max, avg, sum New leaderboard api, committing early for speed tests
5 Months Ago
Stop-gap fix until I suss out why maps are referencing their own game projects, and having projects download their cloud version on startup
5 Months Ago
Temporary Item setup for fire cabinet
5 Months Ago
Updated wallpaper icons and skin list. Repositioned wallpaper WM in icon scene.
5 Months Ago
VR: Always use tracked device transform, even if hand tracking is available (for now) Fixes controller tracking
5 Months Ago
Buoyancy fixes inside canyons
5 Months Ago
merge from main
5 Months Ago
Don't cull lake water if swamp topology exists Added forgiveness radius when creating the water culling mask to work around slight inaccuracies in the painted topologies (may have to dial this back in the future, so let's try and make the topologies as accurate as possible)
5 Months Ago
merge stability changes
5 Months Ago
Encoded water body type into shore vector w component, instead of just ocean mask Use ocean, lake and river topology to cull water (depending on the water type) TODO: Lakes need lakeside topology around their water volume (covering some of their beach, see Asana) TODO: Oceanside topology needs improving (will do next)