243,642 Commits over 3,898 Days - 2.60cph!

10 Years Ago
updated Torch viewmodel anim source files
10 Years Ago
couple of attack animations for the boar; a flinch animation
10 Years Ago
added placeholder torch world model
10 Years Ago
Added torch viewmodel anim exports (ignite / attack / combo / extinguish)
10 Years Ago
Fixed bolt action attack sound being incredibly loud
10 Years Ago
Fixed awesome server crash when dropping an item on itself
10 Years Ago
This should fix EAC kicking family borrowed accounts
10 Years Ago
Windows Build
bot
10 Years Ago
Linux Build
bot
10 Years Ago
OSX Build
10 Years Ago
OnValidateAuthTicketResponse callback passes owner
bot
10 Years Ago
Linux Build
10 Years Ago
Windows Build
bot
10 Years Ago
OSX Build
10 Years Ago
Added uint64 Steam_Apps_GetAppOwner()
10 Years Ago
Protocol++
10 Years Ago
Fixed holdtype not being networked properly Fixed stringpool error if string is null Fixed attached effects position weirdness Fixed networked effects normal being wrong Removed debug: LOADED PLAYER STATE LOL Fixed bolt rifle shoot smoke velcocity craziness
10 Years Ago
Fixed possible NRE in AI code
10 Years Ago
Added resource layer to collision_setup masks
10 Years Ago
Swap item positions by dropping on other items
10 Years Ago
Clear holdtype if sleeping
10 Years Ago
When sending effects attached to an entity, use the entity's network group
10 Years Ago
Tweaked bush spawns and billboard lighting
10 Years Ago
Extended TerrainMath by world space getters Refactored TerrainMath and TerrainMeta Optimized initial resource spawn performance
10 Years Ago
More randomization on impact effects. Larger impact plumes, for greater long distance visibility. Aurora shader changed; Now bi-colored, and slightly more dynamic. Minor TOD tweaks.
10 Years Ago
Added all layers to spawn handler placement check mask
10 Years Ago
Tweaked rock spawns
10 Years Ago
Fixed GameManager ignoring adjusted per-prefab probabilities in some overloads
10 Years Ago
Made Andre all fuzzy and it took ages.
10 Years Ago
Fixed bug in DecorPatch that caused clusters to spawn outside the patch bounds Made a few things to prefabs that were per-scene objects up until now Tried more rock spawn experiments
10 Years Ago
Removed NetworkSleep from rock prefabs (they're not entities)
10 Years Ago
LODs for boar/wolf/stag; run animation for boar
10 Years Ago
Tweaked some highpass ground textures for stronger blacks.
10 Years Ago
Dialed back bush count a little (I think I went a little overboard there)
10 Years Ago
Made rocks spawn dynamically around player (reduced loading time and memory usage, triggers some PhysX refreshes though)
10 Years Ago
Added torch view model anims (attack and combo)
10 Years Ago
Added an insane amount of rocks Added placement check layer mask to the resource spawner
10 Years Ago
Added resource layer, put all resources on that layer and added it to the wolf obstacle mask
10 Years Ago
Fixed copy & paste fail
10 Years Ago
Added TransformUtil overloads that take a LayerMask
10 Years Ago
Removed world layer from water reflection, it'll kill us with the new amount of rocks
10 Years Ago
Added input.sensitivity (mouse sensitivty) Added input.flipy (flip y axis)
10 Years Ago
protocol++
10 Years Ago
Fixed effects breaking if destroyed first entity spawned Hit effects now use material type hit Melee attacks use bullet impact effects (temporary) Fixed effects sometimes being parented to something random Pool all Physics material names on server startup
10 Years Ago
Reorganized some texture locations
10 Years Ago
Fixed impact FX orientation
10 Years Ago
Added torch viewmodel anim source file - melee attack
10 Years Ago
Updated the menu scene a bit
10 Years Ago
Fixed Bill killing himself
10 Years Ago
Fixed NRE in UpdateNetworkGroup