161,886 Commits over 4,597 Days - 1.47cph!

2 Years Ago
Added all new options to preset list
2 Years Ago
Update: export Alloc events to json snapshot They get a bit lost in the sea of all other instantaneous events, so will need to somehow improve this Tests: loaded craggy snapshot in perfetto
2 Years Ago
Fixed catapult reloading progress bar staying on screen
2 Years Ago
Update: record GC alloc events in the snapshot Currently don't emit them in the json, but that'll be the next thing Tests: took a perf snapshot on craggy
2 Years Ago
added playground.sculputres.sav TestSave - grid of some differently carved sculptures for material testing
2 Years Ago
merge from ai_wolf_iteration
2 Years Ago
Fix fire not scaring wolves when the player is standing on top of a tall object They will now approach very slowly, flee as soon as the player swings their torch, and flee after jumping if fire is still lit Cancel wolf jump when player goes down the tall object before the wolf arrives
2 Years Ago
Preset hookup test
2 Years Ago
Merge from main
2 Years Ago
merge from main
2 Years Ago
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2 Years Ago
merge from frankenstein_shelterraid_fix
2 Years Ago
merge from gesture_menu_nre_fix
2 Years Ago
merge from rps_disconnect_fix
2 Years Ago
merge from gesturepack
2 Years Ago
merge from ai_wolf_iteration
2 Years Ago
Smoke grenade mat to match the ammo icon.
2 Years Ago
Progress
2 Years Ago
Smoke grenade improvements.
2 Years Ago
Add metallic map to detail layer on standard shaders
2 Years Ago
Fixed DofExposer not finding the post volume when added at run time
2 Years Ago
merge from main
2 Years Ago
Fixed some skin ID issues
2 Years Ago
Can now test items in the store that haven't been uploaded yet
2 Years Ago
Added store.limitedItemTests and store.generalItemTests convars, stores a list of ids that will appear in the limited/general store tab (comma delineated) Added store.refreshStore
2 Years Ago
Fix RPS dialog staying on if player is disconnected mid game
2 Years Ago
Fixed NRE when attempting to assign gestures in the options menu while not conneted to a game
2 Years Ago
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2 Years Ago
Optim: reduce profiling capacity, instead lazy-grow it - When frame didn't fit the capacity, drop it and rerecord it This should help avoid large stutters in editor (and hopefully on the server as well). Tests: tested craggy in editor - spikes gone. Tested on 6k world in standalone server - spikes still present. Also noticed one export failed, but think it's unrelated to current changes
2 Years Ago
exported catapult anims, set up clips, renamed rigged file
2 Years Ago
Remove debug logging
2 Years Ago
Fix pasted builds always being snapped to terrain despite the convar being set to false
2 Years Ago
DMX versions 3,4,5 tools support (datamodel.dll) Allow loading PCF version 2 in tools Particle system changes from CS:GO Many potential crash fixes Added particle operators: C_OP_DecayMaintainCount, C_OP_AlphaDecay, C_OP_FadeInSimple, C_OP_FadeOutSimple, C_OP_RadiusDecay Added particle force generators: C_OP_ParentVortices, C_OP_TimeVaryingForce, C_OP_TurbulenceForce, C_OP_ForceBasedOnDistanceToPlane Added new particle constraint: C_OP_BoxConstraint Added new options to C_OP_WorldTraceConstraint - "minimum speed to kill on collision", "Confirm Collision", as well as apply potential crash/garbage data fixes Particle initializers updates "Particle Increment Amount" for C_INIT_CreateFromParentParticles Various small optimization changes Added new particle operators "Oscillate Scalar Simple", "Oscillate Vector Simple", "Remap Difference of Sequential Particle Vector to Scalar", "Movement Maintain Offset", "Movement Place On Ground" More particle operators Added "Alpha Fade and Decay for Tracers", "Restart Effect after Duration", "Stop Effect after Duration" operators New parameters: "additive" for "Noise Scalar", "Noise Vector" "output field" for C_OP_ColorInterpolate "output is scalar of current value" for C_OP_DistanceToCP "rotation field" for C_OP_OrientTo2dDirection "output is scalar of current value" for C_OP_RemapDotProductToScalar Added even more particle operators from CS:GO "Override Max Velocity from this CP" and "Override CP field" for C_OP_MaxVelocity "use existing particle count" and "control point movement tolerance" for C_OP_MaintainSequentialPath Added operators: "Movement Lag Compensation", "Movement Lock to Saved Position Along Path" Particle initializer additions "Local Offset Min", "Local Offset Max", "Set Normal" for C_INIT_CreateFromPlaneCache "end offset", "bias lifetime by trail length" for C_INIT_MoveBetweenPoints "randomly select sequential CP pairs between start and end points" for C_INIT_CreateAlongPath "reverse warp (0/1)" for C_INIT_PositionWarp
2 Years Ago
Possible gesture pack fix. Added meta name and rebuilt manifest.
2 Years Ago
merge from main -> copypaste
2 Years Ago
merge from main
2 Years Ago
Fixed ballista rotations nonsense IK tweaks, reduced clipping with player body Tweaked server colliders
2 Years Ago
Stop VehicleChassisVisuals NRE on stop terrain fx
2 Years Ago
Prevent crash with SimpleVehicleVisuals should the visual wheels be missing
2 Years Ago
Have wolves look at the player head instead of the player's crotch
2 Years Ago
sculpture serialization - added FileStorage type for sculpture data (lz4 compressed) - changed sculpting data flow so changes are made on the server and then retrieved by the client
2 Years Ago
Optim: Avoid allocations when generating method names - Also cleaned up a couple TODOs - Added extra logging to track stages of export progress Getting very close to completing all outstanding TODOs Tests: exported craggy and checked scope names in perfetto
2 Years Ago
Minor screenshake tweak.
2 Years Ago
Muzzle fix.
2 Years Ago
Various grenade launcher improvements.
2 Years Ago
Fix viewmodel errors Rebuild manifest
2 Years Ago
Siege tower: - Removed old siege tower models - Setup new detailed colliders on siege tower entity (not finished yet)~ - Setup correct materials for a bunch of places on siege tower. Wood was metal and metal was wood
2 Years Ago
prepared prefabs created ironsights in .viewmodel and set to use, also set swap arrows script to 0 & not active (to remove errors) renamed fbxs
2 Years Ago
Update: add cross-frame stitching of torn scopes Tests: snapshotted craggy, loaded in perfetto
2 Years Ago
renaming - added underscore and renamed .viewmodel as missed