202,033 Commits over 4,171 Days - 2.02cph!

9 Months Ago
missing readonly access
9 Months Ago
cleanup and correct ref access to ref readonly access where appropriate
9 Months Ago
- SyncVar write and send methods - Start of codegen
9 Months Ago
move ApplyBlend4WayLayer into StandardLayers
9 Months Ago
Better jump controls Client head IK tweaks
9 Months Ago
add blend layer support to localcoord diffuse shader
9 Months Ago
Added a buryyable loot container. Use the shovel to bury, and metal detector and shovel to find and dig up again.
9 Months Ago
- BaseNetworkable & EntityComponent methods - Remove ServerManager receive method for now - Fill out client receive method for sync var - Handle message case in Client.Connection
9 Months Ago
- Added attribute (toggleable client authority) - Limit SyncVars to a set of 14 specific types - Static helper methods
9 Months Ago
Horses can jump (wip) Tweaked server colliders
9 Months Ago
- Added packet id - Handle message case in ServerManager - Initial OnSyncVarMessage method
9 Months Ago
Updated vine tree greybox
9 Months Ago
Handbrake so we don't slide down slopes Somewhat working gravity
9 Months Ago
merge from main
9 Months Ago
Baseline Horse movements using physics like vehicles
9 Months Ago
Update: allow specifying the name and how many frames to collect for perf snapshot - We support max 10 frames of recording, so frames input gets clamped - Also left a note for future maintenance Tests: exported multiple snapshots in editor with 1 and 11 frames
9 Months Ago
set wip material as current ice material
9 Months Ago
▍█▄▊▍ ▋▌▄▇ ▆▇▄▆▅█_▇▍█_▊▆▋ - ▅▄▇▄▍ ▊█▄▅▋ ▌▍██▍▄▆ ▌▄▋▅▅▆ ▄▌▍▊▌▌▅▊ ▅▍█ ▌▇ ▋▉▍▅█ ▄▆█▉▅
9 Months Ago
merge from 107278 cctvgib_fix
9 Months Ago
cherrypicking 107578 Reduce wolf population and pack size to 3, until we find a way to make DensityPopulation spawn packs without having to increase the density
9 Months Ago
█▉▍▍▉ ▅▉▉▄ ▅▅▋_▅▊▇_█▊▊▉▄▇_█
9 Months Ago
merge from brzonevis
9 Months Ago
▌▋▌▇▆ █▅▄▊ ▄▍▇▄▄▆▉█▋█▌▍▋▄▆█▅█▊▇▇▉
9 Months Ago
▇█▅▅ ▋▊▋▉ ▉▊▅ ▉█▉▉▍▍▅██ ▌█▌ ▍▇█▊▄▄▉▅ ▍▅▆ ▍▊▆█▊▅▇▆ ▅█▇ ▊▉█▅▍▇█▅▉
9 Months Ago
Add Specular map option to Detail Layer, update shader editor GUI, add the changes to additional standard shaders.
10 Months Ago
Have wolves give up stalking after a while if not dealt damage, and give up a lot faster if they see fire
10 Months Ago
Reduce wolf population and pack size to 3, until we find a way to make DensityPopulation spawn packs without having to increase the density
10 Months Ago
Don't return a success status from the position generator as we don't project on nav anymore, so it'll always succeed
10 Months Ago
Fix target check that was inverted after refactoring target getter
10 Months Ago
Prevent player dismounting from temp ragdoll mountable
10 Months Ago
Remove unused RequireComponent attribute since components are now cached in the base state class
10 Months Ago
Use sense component member functions instead of magic extension functions to get or set the target This makes the API more consistent
10 Months Ago
Remove some state local references to components that are no longer needed since references are now kept in the parent state class
10 Months Ago
Reduced the limbs rdrag and added bounciness
10 Months Ago
Added a seat in the catapult basket that players can mount Firing will launch any mounted player Catapulted players are put in temporary ragdoll mode
10 Months Ago
Added an orientation debug gizmo to the parent nested prefab. 40mm size a little bit up again. Fully realistic size too small.
10 Months Ago
merge from siege_weapons
10 Months Ago
merge from ragdolling
10 Months Ago
Compile fix
10 Months Ago
▆▇▊▌▄ ▊▆█▉ ▍▌▅█
10 Months Ago
Kapok tree greybox and swinging vine greybox
10 Months Ago
Fixed a crash when adding/removing a lot of slacked points to a wire Fixed a wire length calculation when adding and removing a lot of points Native arrays allocation optim
10 Months Ago
More particle system changes from CS:GO Endcap particle stuff. New parameters for all operators: "operator fade oscillate", "operator time offset seed", "operator time offset min"/max, "operator time scale seed", "operator time scale min"/max, "operator time strength random scale max", "operator strength scale seed", "operator strength random scale min"/max, "operator end cap state" Particle intitializer updates from CS:GO "scale cp (distance/speed/local speed)" for C_INIT_CreateWithinSphere "randomly_flip_direction" for C_INIT_RandomRotationSpeed and C_INIT_RandomRotation "shuffle" and "linear" for C_INIT_RandomSequence "use particle count instead of time" for C_INIT_PositionWarp "Use sequential CP pairs between start and end point" and "Save Offset" for C_INIT_CreateSequentialPath "collide with water" for C_INIT_LifespanFromVelocity Internal changes to certain particle initializers from CS:GO Added "Lerp EndCap Scalar" and "Lerp EndCap Vector" Ops New options for rope particle renderer "texture_offset", "scale CP start", "scale texture by CP distance", "scale scroll by CP distance", "scale scroll by CP distance", "scale offset by CP distance"
10 Months Ago
Re-applied the PlayerAnimation animator changes from 107542
10 Months Ago
merge from siege_weapons (kept aux2 PlayerAnimation.controller from the shield branch)
10 Months Ago
Set battering ram wheels lod to dynamic
10 Months Ago
Switched siege tower detailed colliders to use the vehicle large layer Added construction component Added deploy volume to wooden ladders to exclude siege towers
10 Months Ago
Update: adding extra logging and sanity checking when exporting a profile snapshot For some reason one of frames from standalone gets borked - hoping this'll help track it down. Tests: exported craggy in editor
10 Months Ago
- Fixed issue causing effects to spawn inside siege tower - Removed left over mesh renderers - Renamed some colliders