125,568 Commits over 4,171 Days - 1.25cph!

1 Year Ago
Menu prefab
1 Year Ago
Lakes are now culled entirely under the terrain (exist neither for physics nor rendering) Lake water volumes now only exists where the lake or lakeside topologies are painted (may break water volumes that have their water type set incorrectly, or custom maps that messed this up) Removes water volumes from lakes (now handled with AddToWaterMap) Eliminated noEarlyExit parameter from WaterLevel Fixed several edge cases in WaterLevel
1 Year Ago
Forgot to tick Mountain in the topology mask list after making it. Monuments in canyons fix may work from this point.
1 Year Ago
WIP left hand IK, still not working
1 Year Ago
▅▅▄▊▇ ▇█▌▄ ▉▋▊▋ -> ▅▅▋█▉▌▍▍▇_▄▄▄▉█▍▍▉▅▌▉█▄
1 Year Ago
Merge from fix_zstring_analytics_clear -> main
1 Year Ago
Fix analytics bulk uploader not clearing string buffer between each line serialized
1 Year Ago
ProceduralMapRailSimple and ProceduralMapRoadSimple include canyons, lakes and oasis as those directly affect river / rail / road generation and take little time to generate
1 Year Ago
Refactor IK to specify right hand, in prep for left hand pass
1 Year Ago
Compile fixes, cleanup
1 Year Ago
- Don't allow mounting the DPV in shallow water - Dismount player if water becomes too shallow - Removed unused waterlogged check
1 Year Ago
Kayaks now pick up speed automatically when facing downhill (for extreme river rafting) Uses same system as boogie boards
1 Year Ago
Added fixcars convar support to the DPV
1 Year Ago
Merge main -> UWSkidoo
1 Year Ago
DroppedItem now spawns it's worldmodel via GameManager.CreatePrefab, ensuring PreProcess is run Removed the server side code that disabled renderers as those renderers should now be removed in PreProcess (this code was just for the editor but it ran at runtime regardless and caused a 40b allocation every time an item was dropped) Fixed mushroom colouring not being applied to dropped mushrooms
1 Year Ago
Added a new TeakUIPresetSelect that allows us to create defaults for selections of settings Added preset accessibility options for Protanopia, Dueteranopia, Tritanopia Also supports a custom mode
1 Year Ago
Turn on cast shadows for LOD0 of the mushroom clusters Hooked up the new mushroom materials to the colour swap pallette
1 Year Ago
Fixed timings on reload animation FX call. Iterated on FX.
1 Year Ago
Fixed DigitalClock.FadeOutScreens NRE
1 Year Ago
Merge from tests
1 Year Ago
Merge from /scene
1 Year Ago
Delete my temp scene
1 Year Ago
Final clothing
1 Year Ago
more clothing wip
1 Year Ago
Clothing wip
1 Year Ago
Subtracting 103112 (water carving volume culling distance) as it's no longer needed with the new changes (canyons are no longer using water carving volumes)
1 Year Ago
Add labels to transitions in fsm UI
1 Year Ago
add 30s sound track preview audio files
1 Year Ago
Removed ocean from TerrainWaterMap (now only contains rivers and lakes, needs rebaking for static test maps, did it for CraggyIsland) Ocean is culled entirely under the terrain (exists neither for physics nor rendering) Ocean now only exists where the ocean or oceanside topologies are painted (may break custom maps that messed this up) Removed water carving volumes from canyons (no longer required, fixes bugs caused by those volumes reaching beyond the canyons and overlapping ocean, lakes or rivers) This will likely break everything and ruin all of our lives for the next few weeks
1 Year Ago
merge from wallpaper
1 Year Ago
Blunderbuss uses local animation effects folder instead of double barrel shotgun.
1 Year Ago
Ammo model texture setting pass. Optimized texel sizes down to be more consistent with the weapons.
1 Year Ago
Force fur to bypass render queue check the same as Hair is
1 Year Ago
Clean: Removing other TMP hidden warnings Turns out I added an extra csc file that I missed today. Tests: none, trivial changes
1 Year Ago
Fixed hatchet fur not working with viewmodel renderer
1 Year Ago
Parent tunic controller to pelvis & add bone retarget
1 Year Ago
Improved Legacy Wood Piles -> World Update 2
1 Year Ago
-Added fire extinguisher cabinet world model -Added materials -Added textures -Added fire extinguisher folder structure -Added LODS
1 Year Ago
Fixed floating divesites
1 Year Ago
Fixed wallpaper being colored by shipping container custom colors
1 Year Ago
Also remove water caustics where ocean is culled
1 Year Ago
Removed shore wetness from canyons (again, accidentally reverted)
1 Year Ago
Update: fixing depr warnings in TMP Originally I excluded it from fixes as it was an external package, but it has a couple of our fixes already. Tests: none, trivial changes
1 Year Ago
AddToWaterMap correctly handles cases where lakes sit lower than the ocean
1 Year Ago
Don't render ocean where lakes are (determined by lake topology)
1 Year Ago
more wip clothing
1 Year Ago
Added commands to easily apply and remove wallpaper to building blocks - ent setwallpaper <radius> <skinid> (skinid set to -1 will randomize a skin for each blocks) - ent removewallpaper <radius>
1 Year Ago
merge from FrontierHazmat/burst_cloth
1 Year Ago
Update: Review feedback Avoid creating a struct when fetching state of ParticleSystem Tests: none, trivial change
1 Year Ago
Derive graphview edges to store fsm transition information directly in them