userFlaviencancel
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3,752 Commits over 547 Days - 0.29cph!

7 Months Ago
merge from main
7 Months Ago
merge from primitive
7 Months Ago
merge from player_catapulting
7 Months Ago
Player dies on impact
7 Months Ago
Re-implemented player catapulting
7 Months Ago
Moved AllowPlayerInstigatedDismount up from BaseVehicle to BaseMountable
7 Months Ago
merge from primitive
7 Months Ago
Speed and handbrake tweaks on slopes
7 Months Ago
Horse ground alignment tweaks
7 Months Ago
Gallop gait tweaks
7 Months Ago
Horses now skid when braking at full speed Progressively reduce head leaning max angle based on speed Re-introduced spine ik Tweaks
7 Months Ago
Fixed hexagon tiles not being killed correctly
7 Months Ago
Tweaked horse rotation responsiveness, added an additional factor based on the current speed
7 Months Ago
merge from siege_weapons
7 Months Ago
Regenerated fonts
7 Months Ago
Include the font update in the phrase update process
7 Months Ago
Removed the mass enabling/disabling of all TMP texts when opening/closing the main menu, hud and inventory Saves around 40ms and reduces GC allocation by 200kb every time the main menu is opened
7 Months Ago
Regenerated Chinese, Korean and Japanese static fonts Added empty dynamic fallback fonts for each of them Cleaned up the fonts folder (without breaking the community UI this time)
7 Months Ago
Baseline of a tool generating static fonts based on localization content
7 Months Ago
merge from main
7 Months Ago
Added a scene view toggle to hide all sockets gizmos when editing a prefab having sockets (off by default) When enabled, all socket gizmos will be hidden and will only appear when their respective gameobject is selected
7 Months Ago
Better SocketMod_InWater gizmos Will no longer be drawn when its parent gameobject is selected (trying to reduce the gizmo nightmare when opening a prefab)
7 Months Ago
Added bounds handles for deploy volumes as well
7 Months Ago
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7 Months Ago
Changed the "GiveItem failed!" error toast so it no longer pops on top of the inventory
7 Months Ago
merge from primitive
7 Months Ago
Hide local player arms when mounting the ballista
7 Months Ago
Added WASD controls to ballista
7 Months Ago
Ballista swivel rotation
7 Months Ago
player model NRE fix
7 Months Ago
Tweaks, inverted ballista up animator parameter
7 Months Ago
Added leg animator to the player model, only enabled when mounting the ballista
7 Months Ago
Removed ballista debug logs
7 Months Ago
Increased ballista mass Dismount driver when flipping or reaching high velocities Fixed some rotation issues Fixed missing wheel NRE
7 Months Ago
Catapult item pickup and drop sounds
7 Months Ago
Ballista bolts world models and pickup/dropped sound
7 Months Ago
Fixed siege tower pulling flag colliding with tipping flag
7 Months Ago
Adjusted siege tower model pos so it doesnt spawn clipping into the ground
7 Months Ago
Fixed battering ram choppy reverse
7 Months Ago
merge from clientserver_entityfinder_tool
7 Months Ago
Added a context menu to jump in between the client/server gameobjects of an entity (GameObject/Select Client Server Entity) Only visible when in playmode in CLIENT SERVER mode
7 Months Ago
Current gait networked to the client Polished towing interaction conditions Cleanup
7 Months Ago
Tweaked horses examine interaction so it doesn't show up when trying to pickup collectable while riding
7 Months Ago
Horse legs tweaks Fixed steering+reversing issues
7 Months Ago
Deleted leg animator assemblies
7 Months Ago
Horse legs IK setup, still wip
7 Months Ago
Added Leg Animator
7 Months Ago
Spine IK groundwork Tweaked head IK leaning Moved the horse center of mass back to give that laggy ass feeling Start moving forward a lil bit after rotating in place
7 Months Ago
Fixed DeferredMeshDecal NRE when spawning hex-a-gone tiles
7 Months Ago
Both head look system working in tandem: one for direction and one for point of interests (players, food, ...)