125,280 Commits over 4,171 Days - 1.25cph!

9 Months Ago
Fixed some broken prevent building colliders
9 Months Ago
- Improved the siege tower collisions on stage changes - Removed invisible doorway colliders on constructable stages
9 Months Ago
Bugfix: don't access invalid memory when exporting Linux snapshot Same GCC vs MSVC issue in the native libs, but this time on Managed side (since I have a copy of these structs for name resolving purposes). Tests: Built a linux server, ran it on WSL and triggered a snapshot - it generated. But periodically select frames export incorrectly, investigating further
9 Months Ago
merge from garage_door_collider_optim
9 Months Ago
compile fix
9 Months Ago
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9 Months Ago
Order fix
9 Months Ago
Added a combined "Clean and Generate" Codegen option that seems to work (fixed a bunch of issues with it, but still testing)
9 Months Ago
added ClientIOLineParentClampedBounds to manage IO points on garage doors - actual collider parent movement doesn't match the visuals, so we define a local bounds (re-mapped to OBB on awake) that the points are clamped to be within
9 Months Ago
3p mini corssbow anims updated
9 Months Ago
split vm mini crossbow reload anim into 3 parts and removed skinned mesh arrows from its rig
9 Months Ago
gibs import settings change
9 Months Ago
Bugfix: new ServerProfiler.Core dynamic libs - Fixes Linux exporting symbols with name mangling - Fixes GCC vs MSVC struct packing inconsistency, causing Linux server to crash when instrumenting functions Tests: DLL tested in editor on Craggy, SO tested in WSL standalone server (snapshot export fails though)
9 Months Ago
-Ballista Gibs
9 Months Ago
sanity editor script to find doors using ClosedColliderRoots (only the garage doors are)
9 Months Ago
separated closed collider flags on garage door into mutually exclusive closed and busy collider sets - should significantly reduce the number of active colliders in a sealed base
9 Months Ago
Fixed network updates, for example from parenting changes, interfering with smooth movement for entities that are currently lerping Removed Jarryd's interpolator SnapToEnd demo workaround
9 Months Ago
Ensured constructable entities update state on the serverside as well as the clientside
9 Months Ago
Textures and materials for build stages.
9 Months Ago
Added collider to the little overhang roof beside the window
9 Months Ago
Flip tower orientation whilst placing so it looks away from you
9 Months Ago
Add some randomness to the scientist peek timings
9 Months Ago
Fixed broken constructable entity reference
9 Months Ago
- Fixed broken guide mesh - Fixed offset guide mesh deploy location
9 Months Ago
Fixed broken colliders and positions on siege tower constructable stages
9 Months Ago
Material Update in constructable prefab
9 Months Ago
merge from f1grenadeskinfix
9 Months Ago
Load IndirectInstancing component in MainCamera.cs to avoid merge conflicts.
9 Months Ago
Siege tower constructable gibs
9 Months Ago
Merge from main
9 Months Ago
Disable certain features (layers, bounds, ...) in order to debug last week's performance regression.
9 Months Ago
Fixed error when loading borked ballista ammo item
9 Months Ago
dirty SDF sculpting proof of concept, in-editor test setup only
9 Months Ago
Catapult and battering ram constructable gibs
9 Months Ago
9 Months Ago
Ballista constructable setup
9 Months Ago
Fixed catapult fire interaction available when looking at the ammo container
9 Months Ago
terrain4_albedo_array and terrain4_normal_array mip-bias changes
9 Months Ago
- Ballista Guidemesh - Ballista Build Stages
9 Months Ago
Better catapult constructable colliders Tweaked bounds
9 Months Ago
Merge from quality
9 Months Ago
Merge from main
9 Months Ago
Fixed catapult server error
9 Months Ago
Fixed horse lootpanel max speed indicator
9 Months Ago
merge from fix-filterrichtext
9 Months Ago
merge from hot_air_balloon_unparent_noclip
9 Months Ago
merge from tutorial_island_fixes
9 Months Ago
Experimental changes to try and resolve the slight player rotation wobble when entering/exiting parenting volumes
9 Months Ago
Merge from zipline_dismount_angle
9 Months Ago
Improved behaviour of zipline dismounts Now checks if a zipline position has a valid dismount before saving it as a safe dismount point Increased the radius of the zipline capsule when checking if it can move forwards Should no longer result in players being dismounted into clipping geometry on powerlines if the arrival point is at a harsh angle