192,676 Commits over 4,049 Days - 1.98cph!

16 Days 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
16 Days Ago
resized the jungle building skin textures to final rez - fixed floor.triangle missing its jungle skin script
16 Days Ago
Missed Snake Spoiled Meat Material file
16 Days Ago
Setup Snake Raw, Spoiled and Cooked Meat Updated Snake Raw Textures
16 Days Ago
Added ladder trigger volume to zigg water tank
16 Days Ago
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16 Days Ago
- Fake Physics rope can now manually have its update methods ran - Vines are now updated in budgeted update like before
16 Days Ago
More leap fixes
16 Days Ago
Update: adding GamePhysics.CheckCapsule(batch) Last factored out func - should be able to complete refactor shortly Tests: none, will integrate to tests next
17 Days Ago
lowered normal intensity on zigg exterior concrete layer to nominal value as stronger values make projected decals display incorrectly
17 Days 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
17 Days Ago
Leap animator fixes
17 Days Ago
Bugfix: fixing native allocation leaks in tests Tests: ran the tests with leak detections enabled
17 Days Ago
bear_rug_deploy -> main
17 Days Ago
Apply the same recent rug deployment improvements to the bear rug
17 Days 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
17 Days Ago
leap attack animator setup
17 Days Ago
Added final COL and LODs for big zigg
17 Days Ago
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17 Days Ago
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17 Days Ago
merge from vines
17 Days Ago
jungle zigg tank large - tweaked materials to better mesh with the surrounding environment, added a decal for moss on top. Arranged folder structure
17 Days Ago
Hide condition bar on bag, bed and towel items (they can only be full HP, or broken in softcore)
17 Days Ago
Merge from blowpipe
17 Days Ago
Merge from turret_scaling
17 Days Ago
Merge from env_volume_performance_testing
17 Days Ago
Fix for sfx movement colliders on piper nigrum radial pieces
17 Days Ago
merge from toolgun_corpserepair_fix
17 Days Ago
Fixed garrys mod toolgun not being able to repair deployable corpses
17 Days Ago
Kapok tree update
17 Days 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
17 Days Ago
main -> bear_rug_deploy
17 Days Ago
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17 Days Ago
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17 Days Ago
merge from high_wall_skins
17 Days Ago
Added the SpatialEnvironmentVolumePass component to the camera
17 Days Ago
cherrypicking 118513 118514 118515 118546 118516
17 Days Ago
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17 Days Ago
Merge from env_volume_performance_testing
17 Days Ago
Added back spatially aware environment volumes, but made them optional via the SpatiallyAware volume type flag
17 Days Ago
Clean: simplify NativeList.CopyFrom<T>(ReadOnly) Tests: none, trivial change
17 Days Ago
client_projectile_improvements_eyeclipping -> main
17 Days Ago
projectile_improvements_orientation -> main
17 Days Ago
WIP modifier scaling & autoturret using it for darts.
17 Days Ago
merge from groundwatch_nre_fix
17 Days Ago
Update: Rewrite GamePhysics.HandleIgnoreCollision(batch) to allow for explicit control of what exclusion volumes to check Tests: ran updated test
17 Days Ago
Fixed GroundWatch::LegacyRadiusCheck NRE again
17 Days Ago
merge from main