134,370 Commits over 4,293 Days - 1.30cph!

1 Year Ago
Added a button to update the skin list from the skin inspector rather than having to open the menu Set up skin assets for knight armour
1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
Update screenspace_general shader with some CS:GO features Removes $X360APPCHOOSER (Use $VertexColor) Adds $VERTEXSHADER Added most CS:GO params except for C4* and C5* params Added `viewid` to render.GetViewSetup Fixed a server crash exploit to do with malicious packets
1 Year Ago
Fixed terrain around train tunnel above / below ground connection
1 Year Ago
support uv2 for emission and detail layer on Rust/Standard
1 Year Ago
- Hopper mesh + texture updates
1 Year Ago
Fix broken reload timings
1 Year Ago
linked wooden arrows and arrow heads to mini crossbow wm in entity prefab and updated anims
1 Year Ago
Added test clothing items with differing amounts of armor slots. Added test leather and metal inserts with differening stats.
1 Year Ago
Ballista things/progress backup
1 Year Ago
Include armor inserts in armor info UI stats
1 Year Ago
updated mini crossbow 3p anims and edited skinning on gun rig
1 Year Ago
Add primitive version of T1 tech tree, except satchel is missing (as an example)
1 Year Ago
Mark existing tech trees as the unknown era
1 Year Ago
Add support for a different tech tree for primitive gamemode
1 Year Ago
adobe folder structure fixes
1 Year Ago
adobe fixes
1 Year Ago
Restored standing anim when pressing ctrl Code cleanup, naming
1 Year Ago
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1 Year Ago
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1 Year Ago
Remove log, cleanup.
1 Year Ago
Merge from main
1 Year Ago
Horse prevent movement collider ignores the physics debris layer (dropped items)
1 Year Ago
Bugfix: more NRE reductions in server-demo - Skip VoiceData and other messages that we can't support in editor environment (or don't want to) - Properly "disconnect" player when entity is being destroyed - "shutdown" the demo server when at the end of the demo to avoid unnecessary replication attempts/NREs This brings down NRE count during playback and shutdown from 40+ down to 4. Next up need to figure out if Tick processing works correctly (it ticks, but main player doesn't move). Tests: played back the same client demo, saaw the reduction in errors
1 Year Ago
Added Viewmodel Renderers to arm and arrow parts
1 Year Ago
Fixed horse saddle stack sizes
1 Year Ago
Remove start and end duration on fractional reload
1 Year Ago
Removed RidableHorseAudio logs
1 Year Ago
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1 Year Ago
Adding extra bones to knight armour for burst cloth test
1 Year Ago
tweaked skidding values
1 Year Ago
using pooled lists for disabling client/server collider interaction in-editor
1 Year Ago
Fix onkilled/ondied after merge
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
First pass on a new type of NPC that has a generic list of missions Conversation screen automatically populates at runtime, bypassing the need to create custom conversations for each mission Autofill icon fields, autofill translation token fields when making new objectives
1 Year Ago
Added the ability for a mission to override the contents of a container spawned for a mission (so we can reuse a few containers instead of making new ones for each mission)
1 Year Ago
Missions now autoconfigure a heap of fields when created with the CreateAsset tool (shortname, translation tokens, id's, effects, registers with MissionManifest) Cuts out around 7 clicks when creating a mission from scratch
1 Year Ago
Tweaked catapult constructable colliders to prevent player from getting stuck when building it
1 Year Ago
Fixed catapult colliders scale
1 Year Ago
Siege tower damage renderer Ballista physics mat
1 Year Ago
Compile fix
1 Year Ago
Removed empty spawn in spawn handler (old old horses)
1 Year Ago
Can now specify a name for the newly created asset in the Create asset tool Can now delete child assets of a mission
1 Year Ago
Updated spawn.procmap.v3.prefab
1 Year Ago
Horse audio Some anim improvements and optimisations
1 Year Ago
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1 Year Ago
Horse lateral damping back to 3, reduced when skidding
1 Year Ago
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