134,562 Commits over 4,293 Days - 1.31cph!

1 Year Ago
Moved siege tower drawbridge notifiers to a slightly better position
1 Year Ago
Removed old towing code left on modular cars
1 Year Ago
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1 Year Ago
merge from siege_weapons (horse siege harness)
1 Year Ago
Fixed occasional legs animator NRE when destroying the collider a leg is attached to
1 Year Ago
edited vm mini crossbow shoot animations
1 Year Ago
Merge from integration
1 Year Ago
Various atlas iterations.
1 Year Ago
RFO debug stuff for Dayaan
1 Year Ago
Fixed female breasts censor cube covering screen when using ballista
1 Year Ago
reset ragdolling player flags properlly if they unmount at any point (usually early dismount from dying) - stops player model getting stuck in cursed states
1 Year Ago
- Changed reload fraction duration to recommended - Enable loop pose on idle
1 Year Ago
-Updated Ballista Texture and material assignments
1 Year Ago
Negative background to fix halo.
1 Year Ago
Set shadows to hard & soft across all quality levels, in-line with previous settings.
1 Year Ago
Fixed horses floating when hitched Fixed horse air time not being reset correctly when stationnary
1 Year Ago
Added DLAA support and added it as an option in the graphics menu
1 Year Ago
merge from main -> primitive_gm
1 Year Ago
Fixed horses keeping the last input from driver if there is a passenger and driver dismounts
1 Year Ago
-Hopper Blockout
1 Year Ago
Merge from parent
1 Year Ago
New flame impact atlases.
1 Year Ago
Updating Ballista rig with new LODs
1 Year Ago
Switch to quiet run so that setting convar changes aren't printed to console
1 Year Ago
Remove some more logging
1 Year Ago
cargo_docking_fishingvillage_fix -> main
1 Year Ago
Increased min distance to a better level
1 Year Ago
Merge: from profiling_improvements Avoids recording methods that are tiny/fast - helps with overhead. Tests: in editor on Craggy generated a new snapshot and opened in Perfetto, couldn't find my methods.
1 Year Ago
Merge: from main Tests: none
1 Year Ago
Update: Further reduce what methods we annotate - Removes get_* property accessors, as they are frequent but usually quick - Removes various storage classes and math utilities (ByteExtensions, BitUtility, Facepunch.System.Enumerator, all of Unity.Mathematics, etc) - Removes operator invocation (any op_* method) - Removes comparison method calls (as they are usually quick) This should reduce performance degradation in tight loops that frequently invoke these methods and produce smaller snapshot(6.7mb -> 6.1mb). Tests: in editor on Craggy generated a new snapshot and opened in Perfetto, couldn't find my methods.
1 Year Ago
Refactor defaults loading to a separate function. Also load defaults in safe mode.
1 Year Ago
Removed commented out code.
1 Year Ago
Remove test convar
1 Year Ago
exported latest vm mini crossbow anims
1 Year Ago
Merge from /main
1 Year Ago
Merge: from buildingprivilegeretrotool_recycling Fixes invalid pooling of protobuf type when replicating data. Tests: On Craggy setup a tiny box base and placed retro cupboard - before fix it immediately reported negatives via pool.print_memory, after fix - stayed >= 0
1 Year Ago
Combat Entity compile fixes
1 Year Ago
Bugfix: don't flood pool with ProtoBuf.BuildingPrivelegeRetroTool Tests: On Craggy setup a tiny box base and placed retro cupboard - before fix it immediately reported negatives via pool.print_memory, after fix - stayed >= 0
1 Year Ago
merge from main
1 Year Ago
Fishing villages wont spawn close to harbor anymore (prevents interactions between the cargo docking and the village)
1 Year Ago
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1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
vendor_event_printout -> main
1 Year Ago
Merge from main
1 Year Ago
Ensure Road Bradley Event outputs the correct stuff as well
1 Year Ago
Ensure Travelling Vendor event prints out the same stuff as prefab events
1 Year Ago
initial chunking from shared sdf set
1 Year Ago
base_combatentity_code_cleanup -> main