195,255 Commits over 4,079 Days - 1.99cph!

2 Months Ago
Dart thickness tweaks
2 Months Ago
merge from main
2 Months Ago
fix rasterization of manually double-sided LOD3s
2 Months Ago
Reduce croc sight range
2 Months Ago
Fix on back orientation
2 Months Ago
Update: move player transform cache updates to be first step of parallel player processing - Bugfix - using Steam networking backend can have temporary outtages, which can cause gaps in processing and player cache desyncing - also enables us to compose parallel flows better in the future Tests: local editor session on craggy
2 Months Ago
New icon and inventory effects
2 Months Ago
- Fixed animation controller forcing exit time on catch - Implemented some radius on the hit casts (gives some leeway on having to directly hit the target)
2 Months Ago
added some volumes to stairs of zigg to help movement until final colliders S2P
2 Months Ago
Update: add temp emergency disable of player job processing - Only active on staging servers while I investigate the crashes Tests: forced an error via debugger - confirmed fallback is working
2 Months Ago
Moved ContainerCorpse file to another folder
2 Months Ago
When spawning a deployable corpse, assign the building priv authorized players as the owners This allows multiple players to access the loot of a deployable corpse
2 Months Ago
horse costume world model randomiser setup (currently not working, likely needs the proper lods)
2 Months Ago
Added the hinged doors entity in the jungle_ziggurat_security_entrance_b prefab
2 Months Ago
Random parts setup (material variations)
2 Months Ago
Burst cloth rig on horse costume
2 Months Ago
manifest
2 Months Ago
hinged doors for zigg security gates
2 Months Ago
Remove unneeded logs
2 Months Ago
Fixed client catch prediction (works well!)
2 Months Ago
Workbench 3 corpse ingredients
2 Months Ago
Shockbyte and retro tcs corpse prefabs
2 Months Ago
Tests: move the PlayerCache stress test to it's relvant tests file and clean up - commented out the expected-to-fail case Tests: ran the tests
2 Months Ago
Dump the extrapolation. Implement full clientside pediction instead. Behaving sensible at 150-200ms ping
2 Months Ago
Desal Collision
2 Months Ago
Update for Desal tank collision
2 Months Ago
Compile fixes
2 Months Ago
Increased look at toggle command accuracy
2 Months Ago
merge from softcore_update
2 Months Ago
merge from softcore_update/bag_changes
2 Months Ago
Added Colliders for Water Treatment Tank
2 Months Ago
Some refactor and allow non-admins to use commands.
2 Months Ago
Desal tank collider update
2 Months Ago
Refactor some checks to use IsInCreativeMode instead of manually checking for all users or flag. Clamp radius command distance.
2 Months Ago
merge from main
2 Months Ago
merge from main
2 Months Ago
Adding test piper nigrum files due to working in office this week (WIP - will clean up once finished)
2 Months Ago
Merge from main
2 Months Ago
drawcolliders now works in demos
2 Months Ago
Cleanup pass on all dart projectiles, removing disabled wooden model and centering correctly.
2 Months Ago
cherrypicking 116004 Clamped minimum lodbias to 0.5
2 Months Ago
cherrypicking 116141 HV RL Explosion uses rocket-launcher-rocket-hv-explosion SFX.
2 Months Ago
cherrypicking 116005 Weapon rack parachute NRE fix
2 Months Ago
zigg scene backup, relinked props to prefabs
2 Months Ago
fixed layer on IBC prefab, condensed the ibc_a prefab into a single object
2 Months Ago
desal tank - resized some textures (AO, LOD) fixed prefab layer, loding distances
2 Months Ago
Tweaked water treatment tank prop material settings Deleted greybox Created a mesh lod prefab
2 Months Ago
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2 Months Ago
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2 Months Ago
Add normals and tangents to binned vert data, restructure foliage vertex shader to handle wind, fading and displacement with instancing (also might have improved edge masking), add optional vertex data macros to make passing data easier and reducing redundant calculations