125,570 Commits over 4,171 Days - 1.25cph!

1 Year Ago
Adjusted IO counter to look better. Should also be converted to TMP SDF to look less blocky.
1 Year Ago
Added back in pouch/satchel constraints (got nuked somehow)
1 Year Ago
adjusted reload animation timings to eliminate a few dead frames before you can fire
1 Year Ago
Possible improvement for the superscaled impact sparks.
1 Year Ago
World model
1 Year Ago
Fixed NRE when trying to initialize a pie menu option without any description (fixes the NRE when holding E to eat a collectible)
1 Year Ago
Add placeholder audio for the wolf
1 Year Ago
merge from digitalclock
1 Year Ago
Added an option to GroundWatch to consider deployables grounded when at least on their AreaCheck is still holding - useful for deployables with two differents free sockets Fixes the digital clock getting destroyed by physics neighbor updates despite still holding on something
1 Year Ago
Temporarily removed explosion blur to error fix.
1 Year Ago
Fixes to normals and tiling on wallpapers
1 Year Ago
Missing file
1 Year Ago
Update: Nuking the allocating StringView.Split There's a non-allocating overload already present, so going to keep it default to help keep the 0-allocations approach. Tests: none, trivial changes
1 Year Ago
Added wainscotting C textures as optional addition to set, created skin objects for wainscotting B and C
1 Year Ago
4x tunic bones test
1 Year Ago
If you hit a wolf before it spots you, it will run away for a bit, howl to call it's friends, and come back for you
1 Year Ago
Updated model for digital clock to close meshgap.
1 Year Ago
player update. setting up bows
1 Year Ago
Radioactive Water (missing manifest) -> World Update 2
1 Year Ago
Radioactive water reduces thirst rather than increasing it
1 Year Ago
Updated textures and model for digital clock
1 Year Ago
Radioactive Water -> World Update 2
1 Year Ago
Ensured radtown has correct lake setup
1 Year Ago
Fix bulk uploader NRE when no events are submitted
1 Year Ago
merge from fix_analytics_uploader_nre
1 Year Ago
Add: unit tests for StringView and it's ignore case comparator I'll need to merge this Tests assembly with the one in unify_pool_free branch once it's merged (which-ever one goes in first) Tests: ran them - they pass
1 Year Ago
Update: Further rounding up StringView - Added ToString() (makes debugging much nicer too) - Fixed up wrong exception types - Added Length property Tests: ran new unit tests(next cl) for StringView, they pass
1 Year Ago
Merge world_update_2
1 Year Ago
Second pass wainscotting A and initial exports, setup for wainscotting B
1 Year Ago
more WIP
1 Year Ago
updated wall paper viewmodel prefab and rig with latest viewmodel mesh and edited its anims
1 Year Ago
divesite fixes
1 Year Ago
Skeleton updates Mesh lods skinning/setup Burst Cloth controllers lod out
1 Year Ago
wallpaper icon file wasnt checked
1 Year Ago
wallpaper icon
1 Year Ago
split DPV into client/server/shared files
1 Year Ago
Patrol heli fixes -> Main
1 Year Ago
Stop an orbit strafe if the target is null Should fix a rare NRE on orbit strafe enter
1 Year Ago
Death state no longer automatically ignores terrain pushback Heli now allows terrain pushback on seek monument crashing
1 Year Ago
Second Attempt: Patrol helicopter will now patrol at 30m or ground height + 30, whatever is higher. This should ensure heli keeps a consistent height above the world when patroling Prior to this the helicopter would just fly at 30m no matter the terrain
1 Year Ago
Fixed "Target socket is occupied" not being translated client side
1 Year Ago
merge from digitalclock
1 Year Ago
Fixed clocks placed on Deployed layer being destroyed by groundwatch when upgrading or building something nearby Tweaked deploy volumes again
1 Year Ago
Try catch any FormatException when showing a translated gametip Log the badly formatted key and string in the console
1 Year Ago
Cliffs 2nd UV channel Detail maps Large scale diffuse tweaks
1 Year Ago
Merge from dropsrender main
1 Year Ago
-digital clock prefab update -Textmaterial update -transparency tweaks
1 Year Ago
Prevent wolves beelining and being too easy to shoot when flanking at long range, merge unreachable state and flee state
1 Year Ago
wall paper viewmodel render script compoment added to prefab and vm anims edited so the wallpaper is lower