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134,021 Commits over 4,293 Days - 1.30cph!

10 Months Ago
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10 Months Ago
Fix too few crocs and tigers, new spawning filter
10 Months Ago
Fix NRE set line renderer state (was causing fake physics ropes to break occasionally and not render)
10 Months Ago
- Fixed budgetted visuals not working when vine needs to move its end point to point in the destination (still not perfect) - Auto set rope length in SwingingRope instead
10 Months Ago
resized the jungle building skin textures to final rez - fixed floor.triangle missing its jungle skin script
10 Months Ago
Missed Snake Spoiled Meat Material file
10 Months Ago
Setup Snake Raw, Spoiled and Cooked Meat Updated Snake Raw Textures
10 Months Ago
Added ladder trigger volume to zigg water tank
10 Months Ago
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10 Months Ago
- Fake Physics rope can now manually have its update methods ran - Vines are now updated in budgeted update like before
10 Months Ago
More leap fixes
10 Months Ago
Update: adding GamePhysics.CheckCapsule(batch) Last factored out func - should be able to complete refactor shortly Tests: none, will integrate to tests next
10 Months Ago
lowered normal intensity on zigg exterior concrete layer to nominal value as stronger values make projected decals display incorrectly
10 Months Ago
Zigg scene, fixed the terrain alpha map - tweaked terrain splats (less gravel, more forest soil) - did some set dressing around the water tanks area
10 Months Ago
Leap animator fixes
10 Months Ago
Bugfix: fixing native allocation leaks in tests Tests: ran the tests with leak detections enabled
10 Months Ago
bear_rug_deploy -> main
10 Months Ago
Apply the same recent rug deployment improvements to the bear rug
10 Months Ago
Update: GamePhysics.CheckCapsule<T>(batch) internalized layermask handling There's room for optims, but not going to pursue them for now - will test later how the perf deteriorates with the new APIs. Tests: ran relevant unit tests
10 Months Ago
leap attack animator setup
10 Months Ago
Added final COL and LODs for big zigg
10 Months Ago
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10 Months Ago
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10 Months Ago
merge from vines
10 Months Ago
jungle zigg tank large - tweaked materials to better mesh with the surrounding environment, added a decal for moss on top. Arranged folder structure
10 Months Ago
Hide condition bar on bag, bed and towel items (they can only be full HP, or broken in softcore)
10 Months Ago
Merge from blowpipe
10 Months Ago
Merge from turret_scaling
10 Months Ago
Fix for sfx movement colliders on piper nigrum radial pieces
10 Months Ago
merge from toolgun_corpserepair_fix
10 Months Ago
Fixed garrys mod toolgun not being able to repair deployable corpses
10 Months Ago
Kapok tree update
10 Months Ago
Update: GamePhysics.CheckSphere(batch) now able to handle mask validation internally - Renamed GamePhysics.IgnoreCollision to MasksToValidate (prev name could be misleading and confusing) - undid sphere command building as that wasn't meshing well with MasksToValidate flow - Added UtrilityJobs.GatherJob<T> (will need to go through other code and clean up similar/same jobs) I still need to update GamePhysics.CheckCapsule, and replace inlined code with new versions Tests: all relevant unit tests
10 Months Ago
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10 Months Ago
main -> bear_rug_deploy
10 Months Ago
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10 Months Ago
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10 Months Ago
merge from high_wall_skins
10 Months Ago
Added the SpatialEnvironmentVolumePass component to the camera
10 Months Ago
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10 Months Ago
Added back spatially aware environment volumes, but made them optional via the SpatiallyAware volume type flag
10 Months Ago
Clean: simplify NativeList.CopyFrom<T>(ReadOnly) Tests: none, trivial change
10 Months Ago
client_projectile_improvements_eyeclipping -> main
10 Months Ago
projectile_improvements_orientation -> main
10 Months Ago
WIP modifier scaling & autoturret using it for darts.
10 Months Ago
merge from groundwatch_nre_fix
10 Months Ago
Update: Rewrite GamePhysics.HandleIgnoreCollision(batch) to allow for explicit control of what exclusion volumes to check Tests: ran updated test
10 Months Ago
Fixed GroundWatch::LegacyRadiusCheck NRE again
10 Months Ago
merge from main