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616 Commits over 245 Days - 0.10cph!

1 Hour Ago
added editor tool to dump CoarseQueryGrid as an image (normalized R8) - highlighted how much the train tunnels screw this optim
3 Hours Ago
cleanup
3 Hours Ago
better profiler marking
4 Hours Ago
merge from train_prevent_building
4 Hours Ago
added preventbuild volumes to unloadable train wagons
Today
initial grid setup - common job-friendly QueryGrid structure that also replaces the checks made in WaterVisibilityGrid, they would still need to be followed up by physics queries though - needs cleanup
Yesterday
merge from train_prevent_building
Yesterday
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4 Days Ago
LOS tests, split into two tests - first generates random test cases from a basic setup - second loads the saved set of failing cases (created by running first test with a convar on)
4 Days Ago
fixed wrong check stopping consoletoggle params from working
5 Days Ago
added a "what uses this in this prefab?" that's only accessible from a prefab view but is way faster than unity's "Find References in Scene" - prints the whole GameObject.Component.PropertyPath name to make it easier to find in the component as well
5 Days Ago
merge from bike_ragdoll_fixes
5 Days Ago
ensure ragdoll velocity timeout is always initialized in cases where ragdolls spawn with near-zero velocity
5 Days Ago
gave rc drones a grenade inventory and the ability to drop grenades out of it
6 Days Ago
made it juiicier - better controls, hip movement with bouncing, threw some mats on, added some suspension sounds with the bouncing
6 Days Ago
initial pogostick setup, hold shift to pogo and pid-controlled leaning to change the direction manifest gen
7 Days Ago
setup constractble entity for handcar, letting you deploy it onto rail and then construct it in-place like siege weapons
7 Days Ago
made handcar deployable, with a new socketmed_rail that requires it to be within a defined radius of a rail and aligns it to the spline
7 Days Ago
fixed mount preview players not drawing legs in most cases - re-assigend renderers to LODGroup in skin_legs.male.prefab, shouldn't affect anything else because we manage it separately from that anyway - also added toggle for mount position/eyeposition handles on vehicles
7 Days Ago
better control of max speed of handcar (previously could reach the general max train speed), pumping speed is driven from both player input and track speed, better ik placement
7 Days Ago
turned wind off on HandcarFunc mat
7 Days Ago
wheels actually spin - includes quick tool to create a parent for sibling transforms positioned at the centre of their render bounds
8 Days Ago
setup pumping on the handcar - consumes metabolism over time, similair to bicycle - also switch seats to use the horse pose because it's funnier
8 Days Ago
basic pumping and setting correct ikset for each mount point
8 Days Ago
handcar seat setup with some hand ik targets manifest
8 Days Ago
small vehicle editor fix to not spam assert errors when no mount points are set
8 Days Ago
setup basic handcar prefab, able to move on track by just setting a force override convar at the moment manifest gen + codegen
8 Days Ago
moved handcar under trains folder
8 Days Ago
reverting scene changes from merge that look unintentional
8 Days Ago
merge from handcar
11 Days Ago
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11 Days Ago
added mountanybox command to mount first non-mounted bot in targeted vehicle (or create a bot for it if non exist)
11 Days Ago
corrected AABB distance check (only used in HitBoxSystem and difference not significant for current projectile sizes)
12 Days Ago
properly force resetting player entity rotation and view angles for remote players when dismounting
12 Days Ago
fixed horse ragdolling twice due to damage events not having been cleared from before ragdolling
13 Days Ago
let consoletoggle command take a parameter to force the panel you want to open (values 1-6 for the different panels) eg: 'consoletoggle 1' will always open the console panel
13 Days Ago
merge from catapult_ragdoll_fix
13 Days Ago
disabling collision between ragdoll and its initiator
13 Days Ago
fixed catapult admin reload with player ammo
13 Days Ago
merge from ragdoll_dismount_improvements
13 Days Ago
improved dismount position setup of player temp ragdoll and ensure that ragdoll colliders don't get caught in the dismount checks
14 Days Ago
merge from ragdoll_fixes
14 Days Ago
setup buoyancy on player temp-ragdoll (requires scaling due to increased gravity, higher water drag to not let you skim the player like a stone) - fixed ragdoll setup to mark the prefab as dirty
14 Days Ago
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14 Days Ago
merge from catapult_ragdoll_visibility_fix
14 Days Ago
forcing culling visibility of player with ragdolling
14 Days Ago
merge from horse_double_ragdoll_fix
14 Days Ago
resetting airtime and grounded state when horse exits ragdoll
15 Days Ago
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