143,602 Commits over 4,413 Days - 1.36cph!

vendingmachine_updateammocount_nre -> main
Properly fix the bug
Today
merge from main
Today
Update animator to include blend trees
Today
merge from main
Today
Fixed tutorial completed commands not running quietly
Fix update ammo count nre
Today
merge from automated_testing
Today
merge from automated_testing/raiding
Today
Another raiding test and some inspector tweaks
Today
Updating ballistic armour and bdu set skinning
main -> server_browser_update_2
Today
Finally fixed the flaky raiding tests
Today
Optim: rewrite Pool to use ConcurrentBag(many mutexes) instead of single mutex Fails unit tests, but not going to focus on fixing it just yet - want to make it faster first. ST avg: 0.88781ms MT avg: 3.1281ms Tests: ran perf tests
Today
Update(tests): add TestMTPressure unit test Wrote it cause my ConcurrentBag based pool is misbehaving Tests: ran new unit test
Today
exported edited 3p drop/pick up item anims, linked to player controller animator and set speed anim to 1
Today
Use SelectableLabel in the test runner window details panel so we can copy text there too Added copy name/copy details context menu
Today
Partially fixed the issue with shadows not swapping to closer lights when shadow caching is enabled
Today
Update(tests): pool now has a runtime switch to disable editor-only safety logic, so that perf is more apples-to-apples ST avg: 1.0358ms MT avg: 13.6264ms Tests: ran perf tests
Today
- Updated stance idle clips with new 3p rig upperbody clips (so these make sense when debugging between the player animator and an override) - Ran animator override updater (updated 150 override controllers)
Today
Merge from main
Today
Merge from main
Today
kiosk C - addressed feedback, added collision & lods
Today
Added context menu to test case and fixtures in TestRunnerWindow - Open source file - Copy CTRL+C also works
Today
Update to vm camera animation to remove shoulder clipping
Today
re-organised marketplace lighting objects into a lighting layer - not made external yet
Today
Merge from main
Today
Added ParameterDisplayName in test results and test lists, let us format struct parameter in a nicer way
Today
Raiding tests fixes Added impact pos prediction and splash radius gizmos
Today
Updated the EmissionToggle script to check whether the MPBs for the renderers have changed before attempting to set the emission value. This fixes an issue where renderers would have the incorrect MPB when coming back into network range
Rin
Today
merge from save284 - Staging wipe!
Today
some more marketplace work
Today
merge from mortar_prototype
Rin
Today
save++ persistance++
Today
Fixed [Button] attributes not working on animation sub systems Added PlayFromStart method to PlayerAnimationHandle Added a new TwoAxisOneShotBend aniamtor sub system, should replace the reactions layer on the animator entirely
Today
merge from workbench_upgrades
Today
merge from workbench_upgrades/balance
Today
Added IsPlaying and NormalizedTime accessors to OneShotAnimationSubSystem OneShots now start paused, makes debugging easier Don't show the self component in dropdowns
Today
Merge from AnimationSubSystems
Today
Revert playground
Today
Hooked up telephone animation on deployable telephone Removed OnPhone state and parameter from player animator
Today
Compile fixes
Today
Better node view
Yesterday
Better visualise handles of sub systems in the list view
Yesterday
Allowed binoculars to be placed on weapon racks
Yesterday
WIP on country selection window - Setup centres for each chosen country - Setup player prefs for override - Country selection screen UI setup
Yesterday
Added ability to mark a subsystem as affecting the upper body layer only Renamed TelephoneAnimationSubSystem -> OverrideAnimationSubSystem Profiling
Yesterday
Reapplied changes to PlayerModelAnimationInspector
Yesterday
Smooth out aim dir for remote players
Yesterday
Don't allow non matching types in the sub system dropdown