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1,605 Commits over 760 Days - 0.09cph!

11 Months Ago
merge from generate_shorevector_optim
11 Months Ago
added indirect topology query job for normalized coordinates, improved TerrainWaterFlow from 11s to 900ms
11 Months Ago
optimized shore vector generation - 1s without burst, 500ms with - added indirect WorldPosition/Radii topology query and splt up slowest part of the shore vector generation to make use of it
11 Months Ago
merge from missing_native_resetstaticfields_fix
11 Months Ago
added ResetStaticFields attribute to HitboxSystem and GameTrace, count any fieldtype with Native in the name as valid for field reset codegen
11 Months Ago
server compile fix for mil_tunnel_terrain_ignore_fix2
12 Months Ago
very weak angular drive spring on ceiling light so it can't rest weirdly but still tilts nicely
12 Months Ago
merge from bc_viewmodel_fixes/frontier_hatchet
12 Months Ago
re-tuned BC on frontier_hatched_VM now that it's rendered in VM space rather than world - less jitter - actually moves in the right direction when spinning
12 Months Ago
corrected rotation delta rootmotionstrength modifier, was ivnerted
12 Months Ago
handling demo scrubbing and timescale 0 for batched projectiles
12 Months Ago
added editor-only debug convar to just spin mouse at a set speed on x-axis
12 Months Ago
RootMotionStrength applies to rotation properly (slerp reference rotation from previous to current when calculating delta)
12 Months Ago
constraint editor on by default
12 Months Ago
moved constraint editor to handles, re-used Unity's angular joint handles
12 Months Ago
gave BurstClothConstraint some rotation gizmos
12 Months Ago
fixed frontier hatched vm to use viewmodel camera - moved fur shader to run as opaque, not transparent (it's opaque cutout) and skip depth blockout prepass on it
12 Months Ago
manual support for domain reloading in BC manager as it's in an assembly and can't opt in with the attribute
12 Months Ago
WearableNotifyTrophyMounted can take list of BurstCloth controllers to disable on trophy mounting
12 Months Ago
BurstClolth VM pass, just disabling collision and enabling ResetBonesOnDisable
12 Months Ago
better BC defaults, natural gravity and disabled collision
12 Months Ago
toggling BC with gesture beginning and ending on ViewModels when bone transform resetting is enabled on VM burstcloth controllers, this stops it flinging up in the at the end of a gesture when the VM moves 100 units upwards in a frame
12 Months Ago
scene2prefab millitary_tunnel_1 (no hlod)
12 Months Ago
adjusted terrain ignore volume
12 Months Ago
cherrypick 127820
12 Months Ago
merge from main
12 Months Ago
scene2prefab millitary_tunnel_1
12 Months Ago
adjusted volumes near chimney entrance
12 Months Ago
support for EnvironmentVolumes with non-square spatial volume shapes to use Capsule/Sphere colliders
12 Months Ago
corrected solid capsule gizmo render position (still just draws two spheres though)
12 Months Ago
call init on vhacd Paramters props to get legit default values
1 Year Ago
merge from basesculpture_rpccleanup
1 Year Ago
fixed checks on sculpture access permissions on BaseSculpture server RPCs
1 Year Ago
batched projectiles handle cameraclip avoiding code for thrown projectiles
1 Year Ago
BaseRaidBenchmark - only create extra Client if one doesn't already exist, it's double ticking projectile effect processing and making it look worse than it is
1 Year Ago
merge from projectile_jobs
1 Year Ago
handle null localplayer properly for demo playback
1 Year Ago
merge from main
1 Year Ago
merge from dpv_bone_error
1 Year Ago
re-assigned model root to correct transform
1 Year Ago
merge from ambiencezone_nre_fix
1 Year Ago
check AmbienceManager instance is valid for AmbienceZone triggers (can NRE when leaving server)
1 Year Ago
don't serialize shoreVectorTexture
1 Year Ago
merge from projectile_jobs
1 Year Ago
fixed deferred schedule issue in OceanTrace path for when there is no water instance (basically just an issue in the Playground scene) adjusted batch sizes for ocean traces as deferred scheduling seems to act on the capacity of the entire list rather than the count
1 Year Ago
merge from projectile_jobs
1 Year Ago
ensure effect processing always runs for projectiles when none need updates (fixes projectiles hanging around until another is fired)
1 Year Ago
merge from projectile_jobs
1 Year Ago
server/none compile fix
1 Year Ago
cleaning up projectile TransformAccessArray properly