135,402 Commits over 4,293 Days - 1.31cph!

1 Year Ago
Exhaust fixes.
1 Year Ago
Update: Expand IServerCallback to include on-demand-save functionality - Changed relevant calls to propagate the implementation FullServerDemos will need to invoke these for relevant chunks Tests: compile only (though this is a torn submit - FullServerDemos will come in next cl)
1 Year Ago
added Swim/SwimAttack/SwimIdle/SwimSprint animations added temp crocodile fbx with all animations
1 Year Ago
New: SaveRestore can write to streams on demand - Refactored common functionality betweeen save-to-file and save-to-stream - Added thread-safe stream queue for stream requests - Added callbacks for when stream writing is complete Working on server demos having a save for each of it's chunks - this is a part of a larger submit. Tests: using a save of procgen map from staging(140k entities), tested manual full save via rcon, default automated save(every min) + frequent automated save (every second). Loaded all saves - no errors
1 Year Ago
Added some ramp colliders at the back and front of the battering ram to help with the ground clearance
1 Year Ago
Fixed SiegeWeaponVehicleAudio NREs
1 Year Ago
edited vm minicrossbow reload anims
1 Year Ago
Adjust tiger bounds
1 Year Ago
Setup look anim and spine anim
1 Year Ago
Setup tiger gait speeds
1 Year Ago
Add one-shot anims to animator
1 Year Ago
Create tiger skeleton assets (ragdoll not setup)
1 Year Ago
Incapacitate blindness tweaks
1 Year Ago
Restore incapacitate UI
1 Year Ago
Allow spawn.report command to pass true/false for detailed (to print off number of each prefab it spawns) and also pass a string filter (so you can return only ore populations)
1 Year Ago
Fix high tier loot spawning in loot containers as the server starts up - refresh all loot on the server when the era is changed
1 Year Ago
- Basic blockout for beehive
1 Year Ago
Spawn 50% of the sulfur nodes in primitive era
1 Year Ago
Add support for float weights for spawn populations Add support to give prefabs different weights based on the era of the server
1 Year Ago
update branch from prim
1 Year Ago
Fix view model spamming errors
1 Year Ago
Hook tiger model to prefab
1 Year Ago
Horse server optims, throttled auto avoidance Added convars to throttle the ground normal update too, so we can fine tune it Minor client optims
1 Year Ago
Rename and move tiger protection asset
1 Year Ago
Set up crocodile required gameplay assets
1 Year Ago
Use FastDebugDraw to draw debugging information of IndirectInstancing
1 Year Ago
Merge from /fast_debug_draw
1 Year Ago
Merge from /main
1 Year Ago
First iteration of the FastDebugDraw component, shader and material
1 Year Ago
Collect debug information about whether the color supplied by RendererBatch matches the color in the material property block
1 Year Ago
Restructure handling of debug code in IndirectInstancingCamera
1 Year Ago
Indirect Instancing: Initial support for material propery blocks (only _Color so far)
1 Year Ago
- Media Cloth
1 Year Ago
Fix shader compilation issue in Particles/Pixel Lit 6-Point shader
1 Year Ago
Submitting tiger rig fbx with fur LODs
1 Year Ago
Fix compilation error in StandardLayers.cginc
1 Year Ago
Renname ConVar.Batching.renderers → ConVar.Batching.enabled
1 Year Ago
Fix pass by reference in IndirectInstancingRenderer
1 Year Ago
Refresh RendererLOD, MeshLOD and MeshCull individually to reduce side effects
1 Year Ago
Set battering ram seat to mobile, changed dismount hold type
1 Year Ago
Merge from main
1 Year Ago
Improve and clarify Add() and Remove() handling in RendererBatch
1 Year Ago
Implement GetActiveComponent() to avoid processing disabled components when refreshing LODs
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Pass instancing handle by reference to ensure it's always up to date
1 Year Ago
Rename LODCell.Timestamp → LastRefreshTimestamp
1 Year Ago
Pass instancing handle by reference to ensure it's always up-to-date
1 Year Ago
Make LODComponent's Hide() and Show() public
1 Year Ago
- Greatly improved the smoothness of swapping between states during reload - Fixed flip that was happening mid way through - Cleared up a lot of the artifacting