137,079 Commits over 4,444 Days - 1.29cph!

2 Years Ago
Adding motorbike spawn points: 3x in the hangars at airfield 1x on the side of the supermarket, near the pay phone 1x in satellite dishes near the shack 1x in the parking lot with the overhang in train yard 1x next to the foklift in the mining warehouse 2x underneath the two storey building at water treatment and 1x behind the restricted roller doors (water treatment already had one outside the roller doors, that remains) 5x scattered around junkyard and 2x in the car park 1x next to the concrete wall of the big power sub station No S2P's, will do that in a separate commit (scene conflicts are dangerous right now)
2 Years Ago
Rework bike and motorbike spawning Now controlled by three convars: Bike.pedalRoadsidePopulation, Bike.pedalMonumentPopulation, Bike.motorbikeMonumentPopulation Monument population convars use a new ConvarControllerSpawnPointPopulation controller that applies the same population/server size scaling but only allows spawning at specific spawn points
2 Years Ago
Merge Bikes -> main
2 Years Ago
- Return to Continuous Dynamic collision for bikes, looks like Speculative was the main cause of "bouncing" - Adjusted all driving physics, changing collision mode seems to affect it quite a lot
2 Years Ago
Merge Bikes -> main
2 Years Ago
Revert subtractions of bike merges from yesterday
2 Years Ago
Minor damage threshold tweaks
2 Years Ago
Damage edit
2 Years Ago
Driving fixes etc
2 Years Ago
Light additions.
2 Years Ago
Collision damage tuning, stop dying to every little thing
2 Years Ago
Bike power edit + steering edit
2 Years Ago
fixed left rear indicator on lod1, tweaked rear taillights emissive colour on material, brakes are broken again
2 Years Ago
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2 Years Ago
positioned rightiside screen and keypad correctly
2 Years Ago
One weird trick to improve bike jitter (lock z rotation) + additional tweaks
2 Years Ago
lods, emissive on atlassed lods 3 and 4, trying to get lights working
2 Years Ago
Merged Travelling Vendor -> Main
2 Years Ago
Brought back 4 wheel braking Minor code cleanup Tree kill fixed
2 Years Ago
Vendor now destroys any builldings on the road. Won't affect normal gameplay, but will allow it to work on modded servers that allow building placement on roads.
2 Years Ago
Remove PedalTrike kickstand
2 Years Ago
Exhaust FX change. Show some exhaust FX all the time
2 Years Ago
- Removed overengineered steering system. Pure pursuit seems to be the GOAT - Look ahead multiple points rather than just 1 - Removed excess logs
2 Years Ago
added license plate props. more fixes to storage warehouse.
2 Years Ago
merge from runtime_profiling_entity_csv -> main
2 Years Ago
Fixed brake lights again
2 Years Ago
Enable waiting again - oops!
2 Years Ago
Clear material properties block before setting colour
2 Years Ago
Switch from multiple bools for tracking invokes to a single int 0 = off 1 = total execution of invokes per frame 2 = execution time per type of invoke per frame
2 Years Ago
Reimplement detailed entity profiling that was lost instead of stashed Change to single int to describe entity profiling mode 0 = off 1 = count spawned per frame 2 = count per type of entity spawned per frame 3 = count per type of entity across server every 5 minutes Reset all profiling measurements on the first frame profiling is enabled - fixes some stats counting incredibly high
2 Years Ago
vm frontier hatchet - added bones for beads & tassel
2 Years Ago
Fixed util.DecalMaterial to actually work TTT: Updated localization files (Community Contribution) Fixed vrad not writing light flags to the BSP Fixes "Cast entity shadows" option in Hammer to not working. Also added info to the hammer option about how to properly make it work.
2 Years Ago
additional profiling, a few quick wins on performance
2 Years Ago
Added "Secondary Detail Layer" to standard terrain blend shader
2 Years Ago
player update. 3p kayak anims updated
2 Years Ago
Added "Blend Detail" option to terrain layer to switch between "Terrain Height" (default) and "Surface Normal" detail sources
2 Years Ago
Merge Travelling Vendor -> Main
2 Years Ago
Vending front changes
2 Years Ago
Fixed wheel colliders having a slight gap with the ground
2 Years Ago
initial skinned oni cloth setup for ghostsheet
2 Years Ago
small perf modifications to oni cloth and initial setup for global solver updater
2 Years Ago
Merge from qol_building_preview_lerp_snapping -> main
2 Years Ago
Added "Mask" blend type to terrain blend layer
2 Years Ago
Removed unused TerrainLayer.cginc
2 Years Ago
Fixed compile error when using terrain parallax variants
2 Years Ago
Merge from main
2 Years Ago
Merged Travelling Vendor -> Main
2 Years Ago
Attempt to fix staging
2 Years Ago
Merge Travelling Vendor -> Main
2 Years Ago
Travelling Vendor~ - Swapped steering over to PID controller - Fixed wobbly wheels - Added proper lerping to clientside wheel visuals - Removed steering deadzone logic - Changed wheel grip values so it can climb hills