127,044 Commits over 4,171 Days - 1.27cph!

10 Months Ago
More building volume changes to try and allow door placement
10 Months Ago
Update: added ability to display sub range of thread track in Bin viewer - also supports rudimentary [N] input to resolve syncpoint indices - added mark index to view as well Tests: vizualized borked editor snapshot
10 Months Ago
exported 4 reload anims for vm mini crossbow and the rig again so all 4 bolt joints are in the correct postion
10 Months Ago
More checks to prevent a user from pushing the siege tower from a higher point on the tower
10 Months Ago
Sanitise more flags
10 Months Ago
merge from main
10 Months Ago
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10 Months Ago
- Dont use Protected flag - Added up to Reserved19
10 Months Ago
Update: display call depth for marks in bin viewer Makes it easier to track callstack consistency at sync points. Tests: opened borked snapshot from editor
10 Months Ago
Removed animation rigging package (added when experimenting on horses during hackweek)
10 Months Ago
Fixed siege tower wheels using incorrect material on LOD3
10 Months Ago
-Add more profile markers to heli -Use fast broad grid check instead of precise one (heli range is 150m but cells are 32m wide, so we are not getting that much precision by using the narrow phase)
10 Months Ago
Update: reworked the bin vizualizer to have a different layout - Able to jump to sync points in the list - Able to view specific thread's stream Couldn't figure out how to do nested dynamic scrollviews, so went for a different approach. Already revealed a question mark about some names having invalid characters at the end, though doubt it's the contributing factor Tests: loaded up a borked binary snapshot, was able to inspect it
10 Months Ago
Hopefully that prevents all building spots on the tower
10 Months Ago
Avoid Siege Tower flag conflicts
10 Months Ago
Ballista constructable gibs
10 Months Ago
Added Medieval Metal Double Door Models
10 Months Ago
Add smoothstep reverse fresnel opacity option
10 Months Ago
Fixed battering ram and catapult flag collisions
10 Months Ago
ignoring null GameObjectRef fields for prefab validation, as they can only be runtime use - null fields weren't being handled, but a non-serialized GameObjectRef was added in 106912 and tripping up manifest generation
10 Months Ago
Restored catapult propane bomb item Manifest
10 Months Ago
Fixed catapult reloading conflicting with the push interaction (caused by 109676)
10 Months Ago
compile fix for leftover editor only HotReload util in LookAtIOEnt
10 Months Ago
Fix heli adding player multiple time to its targets
10 Months Ago
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10 Months Ago
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10 Months Ago
Fix mistake than meant grid cell was queried but not used Also don't iterate at all is ignorePlayers is true, instead of skipping every entry inside the loop
10 Months Ago
Only search for targets in grid cells around heli, instead of iterating on all players on the server When adding a new target, instead of iterating over all existing targets to see if we already have it, use a lookup table (squared complexity > linear complexity) Remove invalid targets by index instead of removing them by reference (squared complexity > linear complexity)
10 Months Ago
Compute foliage placement prototyping
10 Months Ago
Only search for targets in grid cells around heli, instead of iterating on all players on the server When adding a new target, instead of iterating over all existing targets to see if we already have it, use a lookup table (squared complexity > linear complexity) Remove invalid targets by index instead of removing them by reference (squared complexity > linear complexity)
10 Months Ago
Shield Texture sizes
10 Months Ago
in-editor carving test setup improvements
10 Months Ago
vertex sharing at generation time
10 Months Ago
- Tie prevent building layers on bridges to the bones instead - Allow animation bones to exist on the server
10 Months Ago
Bugfix: don't double up threads in bin viewer Also got lucky and captured a snapshot in editor where frames weren't properly aligned. Tests: opened an existing snapshot, saw no duplicate threads
10 Months Ago
- Oversize prevent building triggers - Each Drawbridge handles its own prevent building area
10 Months Ago
- Ensured correct wheel type is used for the right hand side of the tower - Removed unused LOD4
10 Months Ago
Merge from clean_and_generate_codegen
10 Months Ago
Change reload detection method
10 Months Ago
- Texture Resize Fire Extinguisher
10 Months Ago
-Ballista Texture Resize
Rin
10 Months Ago
Added baseball bat description
10 Months Ago
Manually import generated code assets after clean and build to prevent any additional processing steps the next time you tab out/back to Unity. Simplify the whole process now I've fixed this issue.
10 Months Ago
Fix quick craft button showing number of crafting tasks instead of number of items crafting Fix quick craft middle mouse crafting 5 items individually instead of 1 group of 5x items
10 Months Ago
Fixed decal mats on battering ram hardware, re-added decal component, deleted duplicate generated mat
10 Months Ago
merge from fix_copy_paste_admin_ddraw -> main
10 Months Ago
Fix pos1 & pos2 not requiring admin perms - provides no benefit, just ddraws a box in 3d space
10 Months Ago
setup detail layer for damage on ram materials
10 Months Ago
merge from fix_io_handle_flickering -> main
10 Months Ago
merge from fix_copy_paste_conditions -> main