135,290 Commits over 4,293 Days - 1.31cph!

12 Months Ago
Mounted ballista detailed colliders
12 Months Ago
Reverted 111575 (restored mounted ballista rig)
12 Months Ago
Constructable entities now require the correct amount of resources Added UI showing the required resources when aiming at a constructable entity
12 Months Ago
Crash FX.
12 Months Ago
Make sure to reset leading flag when leader player dies
12 Months Ago
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1 Year Ago
Use `==` instead of `?` for completeness sake (should handle missing prefab reference either way)
1 Year Ago
Fix an NRE inside GameObjectRef itself (when GameObjectRef lost it's reference to the gameobject but you call GetEntity() on it)
1 Year Ago
merge from primitive_gm -> primitive
1 Year Ago
Fix tech tree not allowing to unlock if there were restricted items inbetween
1 Year Ago
med ak skin WIP - model skinned & exported - initial prefabs setup
1 Year Ago
merge from primitive -> primitive_gm
1 Year Ago
Fixed T3 workbench missing the primitive version of the T2 tech tree
1 Year Ago
Fixed issues on world sizes that, when divided by 216 and rounded down, resulted in an even number
1 Year Ago
merge from primitive/gameplay
1 Year Ago
Resolved tech tree pathing issues
1 Year Ago
merge from main
1 Year Ago
Bugfix: ServerDemoPlayer - replicated polayer now follows demo's trajectory - Also added more detialed logging of position messages Decided to stop avoiding syncing player's position to outgoing messages, as there's weird teleport in the recorded demo. But at least now it works as expected. Tests: Played back the longer 2 player demo - all good. Playerd back the known short demo with violations - still present, so also good.
1 Year Ago
properly disable horse animator while ragdolling, better perf but also stops audio triggers from animator
1 Year Ago
Probably fix infinite loop in game.cleanupmap Undo changes to bone_manipulate entity Appears to be server/client sync dependent Restore changes to game.cleanupmap, as it should be safe now
1 Year Ago
merge from primitive_gm -> primitive
1 Year Ago
Add NRE checks to SpawnGroup (to account for some spawners having null prefabs)
1 Year Ago
Probably fix infinite loop in game.cleanupmap Undo changes to bone_manipulate entity Appears to be server/client sync dependent Fixed bone manipulated entity's render bbox exploding For some models (probably with procedural bones?), if bone manipulated, the renderbounds can explode drastically due to bones that are "unreadable", negatively affecting shadows as well. Read kb_act.lst from MOD Added Entity:Alive Hammer: Fixed collision model being offset in 3D when dragging Hammer: Fixed keybinds for 1 & 2 not updating the setting correctly Do not set thread count to 1 if the CPU has over 32 of them Limited to 64 now, and is clamped instead of resetting. Pull Request: Fixed inconsistent margins on language list/start game Fixed "Toggle" input on triggers improperly toggling the entity It was not actually setting the enabled state, only making it non interactable. Now properly sets the enabled state, just like Enable/Disable inputs do Geiger counter only reacts to enabled trigger_hurts
1 Year Ago
Bugfix: ServerDemoPlayer - don't duplicate connected players - Also added expanded tick logging Connected player doesn't move due to tick divergence - investigating. Tests: played back a 2 player demo with 2nd player connecting half-way-through. Only one player gets created in expected position
1 Year Ago
Add primitive server browser tag Fix existing gamemode tags not appearing to work
1 Year Ago
exported tiger swipe at fire anim
1 Year Ago
S2P ferry terminal
1 Year Ago
Fix ferry terminal train tunnels always being blocked off instead of only being blocked when underground trains is disabled
1 Year Ago
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1 Year Ago
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1 Year Ago
Submitting scaled down ballista weapon rig
1 Year Ago
manifest
1 Year Ago
merge from primitive/gameplay
1 Year Ago
techtree 2 progression gate workbench 3 (for now)
1 Year Ago
merge from primitive -> primitive_gm
1 Year Ago
Fix T2 tech tree appearing twice
1 Year Ago
added new mount art for static ballista
1 Year Ago
Fixed ram lighting enabled state not looking quite right.
1 Year Ago
reset horse spine local pos after ragdolling so it doesn't occassionaly turn into an accordion
1 Year Ago
Cherry picking 111563
1 Year Ago
horse ragdoll tweaks
1 Year Ago
Editorconfig updates (end_of_line = lf, insert_final_newline = true, resharper_csharp_wrap_lines = false)
1 Year Ago
Fix oversight in aim time calculation
1 Year Ago
Fix tiger thinking someone is always aiming at him
1 Year Ago
- Code cleanup - Can pickup hive if theres no honeycomb left inside (you lose the bees inside on pickup)
1 Year Ago
Merge from multi_auth_radius
1 Year Ago
Add authradius_radius and deauthradius_radius. Eg "authradius_radius 5 5" to auth everyone within 5 units (of the command issuer) on all entities within 5 units of the command issuer.
1 Year Ago
- Added honeycomb - Beehive now stores items (honeyomb) - Beehives generate more honeycomb the more bees are inside - Bee's wont generate unless theres some initial honeycomb inside the hive
1 Year Ago
Fix baseEntity.query returning client entities in editor
1 Year Ago
Added depth checks when writing to the Additional Flags buffer in the GBuffer pass