156,525 Commits over 4,536 Days - 1.44cph!

2 Years Ago
Wire deployable on trees Minor placement fixes Cleanup
2 Years Ago
weekly skins materials
2 Years Ago
Models and materials folders
2 Years Ago
propagated the latest changes into procmap stack
2 Years Ago
Commit missing change from private to public
2 Years Ago
Fixed player being left holding cards if they get kicked from a card table during a game for being idle for too long, at the same moment as an earlier player also gets kicked for being idle
2 Years Ago
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2 Years Ago
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2 Years Ago
Added first pass win and lose anims - currently not hooked up to minigame
2 Years Ago
Merge from main
2 Years Ago
Merge from fishing_full_inv_fix
2 Years Ago
Fixed fishing tackle mission soft locking if the player has a full inventory when they try and return it (do the inventory full check before we clear the required mission items)
2 Years Ago
Added RPS icon for gesture wheel. Updated UI to match new designs.
2 Years Ago
Player model cleanup Added a blocking state to the 3rd person animator
2 Years Ago
Use dedicated `gameplay_analytics` convar instead of requiring the server to be official with stats enabled
2 Years Ago
Added spawn.shielddummy command that spawns a bot with a shield equipped for testing
2 Years Ago
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2 Years Ago
First pass on damage logic Shields can take hits and the hits are absorbed by the items condition Shields can have different ProtectionProperties like a BaseCombatEntity Shields can take hits when mounted on the back and abosrb the damage like they were held Broken shields won't appear at all
2 Years Ago
improved visuals of the glass on the DPV altered texture and materials
2 Years Ago
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2 Years Ago
Added relief map option to standard-specular shader
2 Years Ago
New faster and more accurate compute-based relaxed cone map generator
2 Years Ago
mat change
2 Years Ago
Merge from main
2 Years Ago
Lighting prefab backup / Volume fuckery
2 Years Ago
Hill cliffs proc map settings
2 Years Ago
Hill cliffs progress and mid size variants
2 Years Ago
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2 Years Ago
Merge from cached_ping_query_reduction -> main
2 Years Ago
Reduce log spamming
2 Years Ago
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2 Years Ago
Fix clients getting stuck during loading after changelevel
2 Years Ago
Add proxy circle behaviour to wolf to test anims
2 Years Ago
Recipe, description and placeholder icon
2 Years Ago
AI can now trigger tin can alarms
2 Years Ago
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2 Years Ago
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2 Years Ago
Placeholder audio, repair & protection values
2 Years Ago
Moving everything to occlusion volumes WIP. Static candle prefabs support volumes.
2 Years Ago
Bike Cargoship Parent -> Main
2 Years Ago
Added an IDetector interface so the tin can alarm doesn't have to inherit from BaseDetector and IOEntity
2 Years Ago
Only bother getting the trigger parent component should the bike have a driver
2 Years Ago
Ensured bikes still perform clipping checks parenting to any other volume that isnt enclosed. Eg, cargoship, swing bridge etc
2 Years Ago
Merge from main
2 Years Ago
Remove hotreload plugin
2 Years Ago
Fixing compile errors, update manifest, fix protobuf definitions, and updating FuelSystem usage to new IFuelSystem interface
2 Years Ago
Optim: reimplementing List.Compare to use an inplace algorithm Caused by my upcoming changes to Free<HashSet<T>> requiring IPooled(I could've worked around it, but it was better to optimize it). Although I didn't benchmark, this in theory is a straight win - 3 less loops, no need for extra pools, and also fixes a harmless-but-perf bug(remained set had more elements than expected). Tests: Build for Client target. I also need to do runtime validation with a 3player multiplayer session - I ran out of time, will done once I'm back home.
2 Years Ago
WIP proof of concept for automating the entire process after pasting a list of workshop URLs.
2 Years Ago
underwater_divesites scene playable in editor
2 Years Ago
exported wolf run turnleft 150 to run test anim