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12,100 Commits over 2,527 Days - 0.20cph!

6 Years Ago
Add two ramp colliders to the stairs on the pool for smoother movement
6 Years Ago
Move hand splashes
6 Years Ago
Replaced ripple particle with displacement component on board and tube
6 Years Ago
WIP particle hookup for board and tube
6 Years Ago
Remove ForceUpdateTriggers in client side mount/dismount
6 Years Ago
Codegen
6 Years Ago
Merge from main
6 Years Ago
Unsaved
6 Years Ago
Reapply physics sync changes Increase prepool amount to 100
6 Years Ago
Merge from prefabattribute
6 Years Ago
Remove a null check in DestroyGib that doesn't seem to be needed anymore
6 Years Ago
Server compile fix
6 Years Ago
Remove scriptable objects and associated systems Update overrides
6 Years Ago
Merge from gib_pool
6 Years Ago
Got PrefabAttribute gibbables working on modular vehicles
6 Years Ago
Updated ConstructionSkin to spawn gibs
6 Years Ago
Speculative fix for NRE in TriggerBase
6 Years Ago
Replace NaN and infinity checks with combined isNanOrInfinity Use a pooled list in TriggerBase.RemoveInvalidEntities
6 Years Ago
Change recentDrivers list to a queue Remove logic to forcibly remove the player from the force volume when mounting/dismounting a car Add a clientside ForceUpdateTriggers when mounting/dismounting
6 Years Ago
Apply a minimum size of 0.05 on each axis so that box colliders don't become extremely narrow
6 Years Ago
Prepool 50 gibs Ensure Physics sync happens even during an exception Get disabled components in children Don't assign physics mesh to renderer
6 Years Ago
Trying out specific gib prefabs for box/sphere/capsule/mesh
6 Years Ago
Fix NRE for missing vehicle push boxes
6 Years Ago
Added dof_toggle and dof_debug_toggle commands for easier input binding
6 Years Ago
Remove the extra loop to find the appropriate mesh override at runtime, instead make an override for every mesh if an override file has been created
6 Years Ago
Pause auto transform syncing while generating gibs Add overrides for twig foundation and floor Fixed not being able to make a new override on child entities of a prefab Manifest
6 Years Ago
Merge from main
6 Years Ago
Merge from gib_pool/scriptableobjects
6 Years Ago
Added "debug.debugcamera_targetprint" to print out the name of the entity the debug camera is currently parented to
6 Years Ago
Twig wall override
6 Years Ago
Try converting gib override list into a scriptable object instead
6 Years Ago
WIP converting Gibbable to a PrefabAttribute
6 Years Ago
Apply physics mesh
6 Years Ago
Code review changes: Removed physics mesh workaround from diogo (no longer needed) Disable all colliders when pooling a gib Just disable random variation when benchmarking
6 Years Ago
Use a pooled list in WakeRigidbodies on ModularCarGarage, use ToBaseEntity instead of getting component
6 Years Ago
Added a new MidiConvar system to map convar commands to midi inputs (buttons and knobs) Adds "BindKnob" command to map a knob to a command with a float value (eg "BindKnob 0 graphics.fov 70 90" to bind knob 0 to the fov) Adds "BindKeyOn" and "BindKeyOff" to bind a midi note (eg BindKeyOn 60 "graphics.dof_debug true" and BindKeyOff 60 "graphics.dof_debug false") Commands are automatically saved and loaded
6 Years Ago
Benchmark change
6 Years Ago
Merge editor sections
6 Years Ago
Merge cleanup (custom material support)
6 Years Ago
Merge from main
6 Years Ago
Merge from thirdpersonskins (fixes skins not appearing on some third person models)
6 Years Ago
Cleanup
6 Years Ago
Merge from main
6 Years Ago
Fixed some weapons not aligning properly when using ironsights on ultrawide resolutions Put the z offset that solves the clipping issues at ultrawide resolutions behind the graphics.vm_fov_scale convar so we can fully revert back to the old weapon look/feel
6 Years Ago
Merge from main
6 Years Ago
Save/load dof dist with camera state
6 Years Ago
Don't run process TriggerPlayerForce if the component is disabled
6 Years Ago
Horses standing on a vehicle lift will now be raised/lowered
6 Years Ago
Remove linq in TriggerHurtNotChild
6 Years Ago
Added an editor only PrintContents context menu option to TriggerBase TriggerPlayerForce now uses a pooled list instead of Linq