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111,303 Commits over 3,928 Days - 1.18cph!

6 Months Ago
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6 Months Ago
Added relief map option to standard-specular shader
6 Months Ago
New faster and more accurate compute-based relaxed cone map generator
6 Months Ago
mat change
6 Months Ago
Merge from main
6 Months Ago
Lighting prefab backup / Volume fuckery
6 Months Ago
Hill cliffs proc map settings
6 Months Ago
Hill cliffs progress and mid size variants
6 Months Ago
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6 Months Ago
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6 Months Ago
Merge from cached_ping_query_reduction -> main
6 Months Ago
Reduce log spamming
6 Months Ago
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6 Months Ago
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6 Months Ago
Add proxy circle behaviour to wolf to test anims
6 Months Ago
Recipe, description and placeholder icon
6 Months Ago
AI can now trigger tin can alarms
6 Months Ago
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6 Months Ago
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6 Months Ago
Placeholder audio, repair & protection values
6 Months Ago
Moving everything to occlusion volumes WIP. Static candle prefabs support volumes.
6 Months Ago
Bike Cargoship Parent -> Main
6 Months Ago
Added an IDetector interface so the tin can alarm doesn't have to inherit from BaseDetector and IOEntity
6 Months Ago
Only bother getting the trigger parent component should the bike have a driver
6 Months Ago
Ensured bikes still perform clipping checks parenting to any other volume that isnt enclosed. Eg, cargoship, swing bridge etc
6 Months Ago
Merge from main
6 Months Ago
Remove hotreload plugin
6 Months Ago
Fixing compile errors, update manifest, fix protobuf definitions, and updating FuelSystem usage to new IFuelSystem interface
6 Months Ago
Optim: reimplementing List.Compare to use an inplace algorithm Caused by my upcoming changes to Free<HashSet<T>> requiring IPooled(I could've worked around it, but it was better to optimize it). Although I didn't benchmark, this in theory is a straight win - 3 less loops, no need for extra pools, and also fixes a harmless-but-perf bug(remained set had more elements than expected). Tests: Build for Client target. I also need to do runtime validation with a 3player multiplayer session - I ran out of time, will done once I'm back home.
6 Months Ago
WIP proof of concept for automating the entire process after pasting a list of workshop URLs.
6 Months Ago
underwater_divesites scene playable in editor
6 Months Ago
exported wolf run turnleft 150 to run test anim
6 Months Ago
merge from BurstClothFixes
6 Months Ago
Fixed burst cloth controller LODing not being marked as dynamic in some prefabs
6 Months Ago
Set-up corpse prefab and ragdoll prefab for croc. addad hitboxes and various scripts to croc prefab.
6 Months Ago
small ocean wreck buoy initial prefab setup LODs
6 Months Ago
fixed CNY_Spear and SkinningKnife BurstCloth setups - proper gravity values - reduced damping to reasonable values
6 Months Ago
divesite latest
6 Months Ago
Fixed ConversationManager Update NRE
6 Months Ago
merge from main
6 Months Ago
Merge Cargoship Log Spam Fix -> Main
6 Months Ago
Wrap a bunch of loose logs in HarborCrane and CargoShip with editor checks. This will prevent log spam
6 Months Ago
Client compile fix, code cleanup
6 Months Ago
Only get item schemas once to speed multiple item processing up, and do it during scene bootstrap.
6 Months Ago
Initial support for parsing a list of pasted workshop URLS and finding the matching items
6 Months Ago
Prefab tweaks
6 Months Ago
Disabled saving on NPCVendingMachine_TravellingVendor, may fix entity leak
6 Months Ago
Update: Adding Pool.FreeUnmanaged overload for MemoryStream Since Free got changed to accept IPooled only, it allows us to delete a runtime check in the editor env. Tests: build only in editor, all targets
6 Months Ago
Wire deployment cancel condition
6 Months Ago
Feedback: Replacing bikeshedded emptyArray with Array.Empty<T> Tests: trivial change, so only built Client+Server