130,686 Commits over 4,232 Days - 1.29cph!

10 Months Ago
Ram's head collider change when broken Tweaked vehicle server collider
10 Months Ago
Battering ram cabin lights When the head is damaged, change the button interaction + gametip explaining what to do
10 Months Ago
Merge from main
10 Months Ago
Fix shield stamina bar not clearing when the player dies/holsters shield
10 Months Ago
Null check mounted vehicle when trying to notify of player weight change
10 Months Ago
Try disabling changes to game.cleanupmap
10 Months Ago
merge from primitive -> primitive_gm
10 Months Ago
Fix compile error from BaseRagdoll
10 Months Ago
Fix old & new horses not working with `ItemManager.GetAllItems()` / enforce_era_restrictions command
10 Months Ago
merge from primitive -> primitive_gm
10 Months Ago
Merge from preset_change_performance (still wip)
10 Months Ago
DungeonGridInfo ClosestGridCell fix (missing WorldSpaceGrid RoundingMode)
10 Months Ago
WorldSpaceGrid alignment fixes
10 Months Ago
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10 Months Ago
made it easier for the player temp ragdolls to stop
10 Months Ago
Bugfix: ServerDemoPlayer - quetly skip unrecognized entity kill messages - Moved message logging to be before message handling, to be able to get more info before executing logic Not clear why it's happening, but will leave that for later. Also investigating why getting malformed OnEntities messages once 2nd player connects. Tests: tried to play back a 2 player demo on Craggy. No more NREs related to entity killing
10 Months Ago
Fixed some compile warnings Merged Pull Request: New Color methods * Added Lua implementations of HSVToColor & HSLToColor for higher performance and ensuring it has the color meta table * Added HWBToColor * Added COLOR:ToHWB() * Added COLOR:GetHue, SetHue, AddHue * Added COLOR:GetSaturation, SetSaturation, AddSaturation * Added COLOR:GetBrightness, SetBrightness, AddBrightness * Added COLOR;GetLightness, SetLightness, AddLightness * Added COLOR:GetWhiteness, SetWhiteness, AddWhiteness * Added COLOR:GetBlackness, SetBlackness, AddBlackness Remove math.IsNearlyZero as it is just too similar to math.IsNearlyEqual
10 Months Ago
Louder battering ram impact sound
10 Months Ago
Expand siege tower constructable deploy volume
10 Months Ago
merge from primitive
10 Months Ago
- Bradley APC can now destroy barricades - Siege weapon constructables can now be smashed by train
10 Months Ago
Bugfix: DemoServer - properly cleanup outgoing NetWrites Tests: played back a short server demo - no issues.
10 Months Ago
Travellling vendor will now break siege weapon constructables on the road
10 Months Ago
10 Months Ago
Fixed crossbow 3p arrows not updating
10 Months Ago
Updated knightarmour set textures. created new icon for knightarmour helmet.
10 Months Ago
UpdateCurrentOptionFromElement virtual function. Override in graphics UI.
10 Months Ago
TerrainTexturing profiling
10 Months Ago
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10 Months Ago
Damage WIP
10 Months Ago
Make towing visuals rope less loose to avoid it clipping into the floor
10 Months Ago
slight edit to vm minicrossbow admire anim and 3p reload anims
10 Months Ago
Fixed NRE when hitting tugboat with the battering ram
10 Months Ago
Null check lod and foliage grid instances, for when changing options in the menu, not in-game. Extra wait frames.
10 Months Ago
YOLO commit. Around 960 ~ prefabs and meta files
10 Months Ago
10 Months Ago
Fix mini crossbow backpack offset again
10 Months Ago
Fixed vehicles being able to use horse poop (or any item) as fuel
10 Months Ago
Manifest
10 Months Ago
- Fixed screwed bone names messing with the middle door of the siege tower (causing client and server states to be messed up) - Fixed middle siege tower door using the wrong sounds
10 Months Ago
Fixed a bug I introduced on doors
10 Months Ago
mini crossbow viewmodel - set up idle/ads idle states in animator
10 Months Ago
Fixed Door OnObjects throwing NRE if entityContents is null
10 Months Ago
Rotate player when rotating the static ballista
10 Months Ago
Fix compile error on linux
10 Months Ago
Fixed saving
10 Months Ago
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10 Months Ago
Update GHA script Update x86-64 script too
10 Months Ago
Update: ServerDemoPlayer - Only maintain entities from demo stream - Destroys any entities that server decides to create, if they were not part of demo stream - Reserve a 100k network IDs when playing a demo to avoid ID clashes - Refactored message logging when playing back demos Although not robust, this allows us to simulate a core set of functionality. Will need massaging to expand further. Tests: played back 4 separate Craggy demos - all played back properly.