199,201 Commits over 4,140 Days - 2.00cph!

2 Years Ago
Merge from diversuit
2 Years Ago
Dir backups
2 Years Ago
Merge from media_projects/ferryterminal_media
2 Years Ago
Parent merge
2 Years Ago
Parent merge
2 Years Ago
Water hits are now handled right in GamePhysics.Trace / TraceAll since the previous way of doing it did not correctly sort water hits and physics hits (could return water hit even though physics hit was in front of it) Fixed drinking dialog weirdness Fixed AddToWater only adding 1/4 of the ocean to the water map Added normal to WaterSystem.Trace (currently always returns Vector3.up)
2 Years Ago
Fixed a whole lot of not-editor-only stuff that needed to be editor-only
2 Years Ago
weaponrack_tall deploy/socket tweaks
2 Years Ago
Put #if EDITOR around SimpleBonesRightClick, same as the main SimpleBones class has (who is writing these plugins?)
2 Years Ago
Removed the custom assembly that the Rokoko plugin was using. This was causing Unity to treat the contents of the Editor folder as not Editor-only content.
2 Years Ago
#if CLIENT flags around ViewModelRendererUpdate code
2 Years Ago
Updated deploy/sockets for weaponrack_wide
2 Years Ago
Updated placement guide mesh for weaponrack_wide
2 Years Ago
nuked barge
2 Years Ago
terrain tweaks
2 Years Ago
ferry terminal S2P
2 Years Ago
HLOD update Basic dressing for office floor of terminal building (inaccessible)
2 Years Ago
merge from steamworks157
2 Years Ago
Remove duplicated drop mag event Fixed hide events not specifying full transform path Added new meshes to LOD group
2 Years Ago
Fixed incorrect effect folder path
2 Years Ago
Remove old rifle entity
2 Years Ago
Merge from media_projects/ferryterminal_media
2 Years Ago
Parent merge
2 Years Ago
Parent merge
2 Years Ago
Merge from main
2 Years Ago
Merge from main
2 Years Ago
Fixed a mesh light on the tugboat not marked as dynamic
2 Years Ago
Tuboat doors, 2 on top, one below
2 Years Ago
Revert 82449, CheckSleepState
2 Years Ago
Disable ragdoll collision with Vehicle Detailed layer - for now
2 Years Ago
Merge from ferry_terminal
2 Years Ago
Merge from PhysicsLayerRevamp
2 Years Ago
Some IsDynamic fixes and LOD improvements.
2 Years Ago
Ignore corpses when doing a TriggerParent clipping check because they have a huge entity bounds - much larger than the actual model
2 Years Ago
Switch other diver pickaxe prefabs to use FP.BurstCloth instead of EZ soft bone
2 Years Ago
Merge from diversuit/burstcloth
2 Years Ago
Fixed scrap heli prefab, which got corrupted in the recent merge
2 Years Ago
Support length constraints in FP.BurstCloth (for custom min/max instead of hardcoded 0-100%) Refactor calculation order in FP.BurstCloth to help things propagate better Tweak starting bone positions and apply length constraints to diver pickaxe VM
2 Years Ago
Can still interpolate if there's a parent but it's not a moving one
2 Years Ago
Fixed client-side ragdolls falling in slow motion when parented. Unfortunately this fix also makes their movement more jittery (specifically 32Hz) when parented, but it's an improvement.
2 Years Ago
LODs for all 3 wall mounted weapon racks updated deployable prefabs accordingly
2 Years Ago
Ghetto fix for doors reseting to default position when they send a network update when opened
2 Years Ago
added 3rd wall mounted weapon rack reduced texture sizes of all 3 texture sets
2 Years Ago
Merge Tugboat to TugbatXPhysics, for new physics + tugboat testing
2 Years Ago
Cherry pick "Use transform.position when updating train position" as well. Even though this should be worse, it's actually better due to the parenting situation (see original commit message).
2 Years Ago
Cherry pick scrap heli collider updates from RagdollRewrite2. These are a good general upgrade even if server-side ragdolls fall through.
2 Years Ago
Final
2 Years Ago
Cherry picked 83367 and repplied to new backend
2 Years Ago
Instanced rendering now works with animated entities (doors) Grabs new position & rotation via transform.hasChanged (needs better solution long term) Add `InstancedmeshTracker` component that tracks each moving mesh of an entity Support multiple of the same mesh per entity (when deleting & updating) Fix foundations not having all meshes deleted Send raw position of global building entities instead of network position
2 Years Ago
Fixed subtle faceted lighting in player preview