138,777 Commits over 4,474 Days - 1.29cph!

2 Years Ago
Elevator Max Height Increase -> Main
2 Years Ago
merge from BurstClothTestBed
2 Years Ago
undoing some unintentional changes from merges
2 Years Ago
Simplification: avoid double hash calculation when pushing new elements into the Pool in editor
2 Years Ago
Fix parenting issues Don't allow throwing melee weapons while a shield is equipped
2 Years Ago
Controlling recorder window from code test. Creating target gameobject test.
2 Years Ago
merge from audio_import_music_clips
2 Years Ago
S2P everything
2 Years Ago
Initial implementation work Created placeholder item and entity Item goes in backpack slot and will be automatically equipped when a valid held entity is equipped (enabled on salvaged sword for now)
2 Years Ago
Merge Bikes -> main
2 Years Ago
Fix temp setting
2 Years Ago
Improved sidecar jitter. Use the full interpolation time for the sidecar angle.
2 Years Ago
Convert BiomeVisuals -> BiomeVisuals again, minus the moss prefabs
2 Years Ago
Fix renderer being added to root of BiomeVisuals2 when it's not in the default position
2 Years Ago
Merge main -> Bikes
2 Years Ago
Removed unnecessary sidecar bike params
2 Years Ago
Fixed motorbike ragdoll force not being correctly clamped
2 Years Ago
Merge HelicopterParticleFix -> main
2 Years Ago
Merge Bikes -> main
2 Years Ago
Fixed bike roll not applying while reversing, plus other adjustments to improve the feel of reverse in all bikes
2 Years Ago
More eager cancelling for cached server browser ping query
2 Years Ago
Bikes steer less when reversing. The highly-forward steering bias makes them not steer too logically in reverse otherwise
2 Years Ago
Reduced pitch stab factor slightly
2 Years Ago
Was a little bit extreme. Made it 33% faster instead of 50%
2 Years Ago
Ground vehicle steering now returns 50% faster if the new target steer angle is opposite to the current steer angle. That is to say, if you're just releasing the turn key, it'll lerp back as before. If you're switching from turning left to turning right, or vice versa, it'll lerp 50% faster
2 Years Ago
Adjust position of industrial adaptor and lock slots slightly to better fit the model
2 Years Ago
Merge from main
2 Years Ago
Merge main -> Bikes
2 Years Ago
Adjusted LOD levels to match vanilla TC
2 Years Ago
Ocean Wreck Buoy LODs
2 Years Ago
merge from main
2 Years Ago
Update biome_visuals_2/prefabs_2
2 Years Ago
Merge from main -> biome_visuals_2
2 Years Ago
Added relaxed cone map generator
2 Years Ago
Fixed crazy mouse acceleration values completely breaking player view Also limited some of the cvars to sane values, m_customaccel_max and m_customaccel_exponent specifically Added ficool2's VRAD ambient occlusion implementation Adds the following new parameters: -aofacesamples -aopropsamples -aoNoSquare See vrad.exe help for defaults/explanations Fix errors with singular static prop causing VRAD to bail for all remaining Unhide sv_stressbots and make it a cheat Reduce max allowed voice packets per frame to 48 (from 64)
2 Years Ago
Culling volume tests for lighting purposes.
2 Years Ago
Removing ItemDefinition label from wallpaper.entity.prefab.meta
2 Years Ago
Integrate all new wolf gaits with correct speeds
2 Years Ago
Refactored the wire deployment code Can now press E to arm the trap, if not armed already
2 Years Ago
Update wolf turn root motion, fix root motion extractor breaking references, have root motion extractor run automatically one animations with names ending in _rm
2 Years Ago
Double elevator max floor limit
2 Years Ago
set wolf anims that need to loop to looping and edited name of wolf rotate L/R anims
2 Years Ago
exported wolf prowl anim at origin
2 Years Ago
Merge from main
2 Years Ago
merge from main
2 Years Ago
wip hotswap urls
2 Years Ago
updated rock formations updated world setup to spawn them
2 Years Ago
Pastable URL support
2 Years Ago
Playground.Player scene updates
2 Years Ago
Candle prefab lighting updates. Lighting prefab backup.