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123,987 Commits over 4,171 Days - 1.24cph!

1 Year Ago
Early "floor wallpaper" tests, deployable on floors and foundations Added parquet, tiles 1 and 2 placeholder skins
1 Year Ago
Optimize wolf fire detection, fix campfires making the wolf toggle between states very fast
1 Year Ago
Update: ItemContainer supports IPooled - Minor fix - avoid double returning container UID - replace a static-readonly with a const Right now there's only 1 place that pools ItemContainers(reclaim manager), so impact of this is low. Tests: in softcore killed self and looted reclaim backpack. Tests:
1 Year Ago
-Metal Shield World Model and LODs -Texture tweaks
1 Year Ago
split dpv dismount points into set of preferred lower positions that maintain a similar eye-level as when mounted and a higher level that is accessible from dismounting in shallow water
1 Year Ago
shuffled mountable/vehicle editor code around to get mount preview mannequins on mountables as well
1 Year Ago
rebuilt bone-arrays for server-side ragdolls to include DPV mount pose
1 Year Ago
Merge from main
1 Year Ago
merge from wallpaper
1 Year Ago
Fixed missed wallpaper conditional models
1 Year Ago
Moving rig and settings from proxy model to final model
1 Year Ago
merge from main
1 Year Ago
Optim: avoid copying items on container clear - Also consolidated it into one function. Did an overview of existing code, didn't spot cases where we can try to modify the container as we're clearing it. Tests: killed a bunch of animals, loaded up a wooden storage box then killed it
1 Year Ago
Added extra collider to properly cover head/eyes position
1 Year Ago
Applied the new conditional models to all grades and skins
1 Year Ago
Optimized and tightened the outside checks
1 Year Ago
Backup
1 Year Ago
Working damages and spraycan reskins
1 Year Ago
More settings tweaks Proxy model skeleton hierarchy fixes
1 Year Ago
Hammer pickup working on both sides, correct skin ID applied to each side, code cleanup
1 Year Ago
Update: Adding a couple tail recursion perf tests - also comes with a vailidity unit test Going to be used to do a write up for the weekly perf blog post Tests: Ran these perf tests in editor and player, got kind-of expected results.
1 Year Ago
Compound extra S2P
1 Year Ago
Merge SpawnMargins -> world_update_2. Compound and Launch Site S2P to merge in my changes.
1 Year Ago
Draw vislog spheres as circles to reduce clutter
1 Year Ago
Add parameter to drive vislog time between saves to disk, have NPCs log their position and state
1 Year Ago
Restore wolf health if it stays out of combat for a very long time
1 Year Ago
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1 Year Ago
-Metal shield textures update
1 Year Ago
Merge: from main Tests: none
1 Year Ago
Applied the new wallpaper sockets to the other building blocks Manifest
1 Year Ago
Setup HC revolver for all weapon racks. Removed duplicate, unused LODGroup from HCR worldmodel root object.
1 Year Ago
Hook up ragdoll
1 Year Ago
Merge from main (skin bundles, so switching branches doesn't take forever)
1 Year Ago
merge from clearinventory_improvements
1 Year Ago
merge from terrain_collision_interact_fix
1 Year Ago
merge from skin-bundles-2024-09
1 Year Ago
merge from WorldModels
1 Year Ago
Delete UI.Inventory.controller, not used at runtime and prints warnings when opening the editor
1 Year Ago
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1 Year Ago
Fixed more armoured passenger module collider holes
1 Year Ago
Update the inner lake topology of craggy island so it renders water
1 Year Ago
Disabled deployment of Ice Throne on Tugboats (it uses a non-convex mesh collider)
1 Year Ago
Merge from spraycan_shippingcontainer_qol
1 Year Ago
Shipping container block colour is now saved as ClientInfo so will persist across servers and through client restarts
1 Year Ago
Raised waterlogged point on motorbike and sidecar bike significantly
1 Year Ago
Fix spray can not appearing in crafting menu if player searches "can" We search descriptions as well in that menu and too many items have the word "can" in the description, flooding the results (we only take the first 60 results)
1 Year Ago
Merge from main
1 Year Ago
Merge from nametags_random_colour
1 Year Ago
Server now sends a player network upate when a player enteres or leaves a team, fixes the teamID being out of date on non-local clients until the player enters and exits network range Caused some inconsistent esp name colouring