248,642 Commits over 3,928 Days - 2.64cph!

24 Days Ago
Arena one updates
24 Days Ago
Change glass cannon card stats a bit These shouldn't be properties
24 Days Ago
Lowest HP stat possible is 1
24 Days Ago
Fix for abilities
24 Days Ago
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24 Days Ago
Fix overriding SSR with a black texture when it should be initialized with a translucent one
24 Days Ago
in Material.Lerp, normalize after lerping normals Include ReflectionTextureColor in all the layers @samzanemesis might wanna check this is the right thing to do build shaders
24 Days Ago
Fixed DeferredMeshDecal NRE when spawning hex-a-gone tiles
24 Days Ago
Clean: further comments Tests: none, trivial change
24 Days Ago
Clean: fixed comments They got out of date from my initial experiments. Tests: none, trivial change
24 Days Ago
Refresh Button Move punch card Balance couple cards
24 Days Ago
updated vm improvised/reinforced and wooden shields override controllers with the correct anims
24 Days Ago
add shader_lighting test scene shader SSR test scene
24 Days Ago
Optim: reimplementing List.Compare extension via hash->sort approach - Only implemented for ref types for now, but can be extended to value-types as well - Has a limitation of requiring no duiplicates in queries lists - Dependent on the hash quality - we have a slow, quadratic path when a hash collision occurs - Measured performance - largest case (2048, 512) is an order faster than previous impl (0.75ms vs 12.5ms) Goal was to reduce the number of hash lookups from the original algorithm and to reduce it's quadratic nature. Tests: Ran the unit tests - all pass
24 Days Ago
Update: rewrote ListExtension test to soon-to-chan - Also added a perf test - Measured initial implementation's timings - (2048,512) takes 12.5ms on average I've been working on an optimization that requires me to use ref-types rather than value-types Tests: run the test in editor, all cases pass
24 Days Ago
fixed backwards WriteOnly/ReadOnly attributes on job and changed bad naming that caused it
24 Days Ago
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24 Days Ago
Remove redundant allies vislog
24 Days Ago
Use convars directly in debug aiarena script when ppossible instead of running commands
24 Days Ago
Add vislog to confirm that fallback roam EQS works correctly
24 Days Ago
Combining back wheel of ballista base
24 Days Ago
ruin_a backup
24 Days Ago
merge from fix_swamp_water_reflection
24 Days Ago
merge from main
24 Days Ago
prepatch phases, codegen and manifest
24 Days Ago
special spitter spitter elite special dont despawn enemy bullet if it kills player spiker special charger special
24 Days Ago
Leaderboard backup, run #15869
24 Days Ago
Fixed asset labels on all new shields, manifest
24 Days Ago
Only apply auto turret behaviour when actively bocking with the shield
24 Days Ago
Some protection value changes If an auto turret is aiming at a person using a shield, adjust the targeting to shoot at the shield Adjusted improvised shield collider
24 Days Ago
Update attack loops on reinforced shield
24 Days Ago
One more delete
24 Days Ago
Delete animator controllers for wooden, reinforced and improvised shields There are overrides setup for each shield viewmodel variant, we should be using those
24 Days Ago
Normalize quats going to physicsbody, set to identity if they can't be normalized - could potentially fix rare physics failure
24 Days Ago
Both head look system working in tandem: one for direction and one for point of interests (players, food, ...)
24 Days Ago
Shore vector fix
24 Days Ago
Test map scene 2
24 Days Ago
Horse proper headlook setup, disabled old headlook
24 Days Ago
Horse mountable blend tree tweaks
24 Days Ago
Test map scene
24 Days Ago
Codegen
24 Days Ago
Adjust TOD scattering direction clamp to avoid normalising zero vector (stop NaNs)
24 Days Ago
Can quickly open the prefab from CardRow
24 Days Ago
Major wip: - Set up fractional reload - Setup fast reload values (purely wip and testing) - Setup Mini Crossbow script (sets shots left value) - Use shots left to blend anims
24 Days Ago
Fixed Thick Skin card
24 Days Ago
WIP Card Explorer editor window
25 Days Ago
Shortened the transition between melee_atk_loop and melee_atk_end to fix the slight hold when going straight to block
25 Days Ago
Don't allow the shield to block while the held weapon is playing it's deploy animation
25 Days Ago
Use GameLoop.Instance where necessary Clear readied players on round start Fixed ready up sound being 3D Chatbox TextEntry font changed Fixed player friction being incorrect Fixed Pixelate effects getting stuck on-screen Only perform damage number effects on players - this was spawning at world origin if we hit the map :x
25 Days Ago
Raw anim import