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159,061 Commits over 4,597 Days - 1.44cph!

1 Year Ago
Gib prefabs. Tintable. Related files & filename org.
1 Year Ago
Added HMLMG to the skin viewer
1 Year Ago
Fixed back button not closing store pages
1 Year Ago
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1 Year Ago
merge from multidrop_nre_fix
1 Year Ago
SocketMod_Anchor now checks VehicleLarge during deployment
1 Year Ago
More anchor and sail fixes
1 Year Ago
Anchor and sail fixes
1 Year Ago
Wrap the whole menu init sequence in a try/catch
1 Year Ago
Stop a null drop NRE bricking the whole Bootstrap sequence
1 Year Ago
Convert remaining blocks to vehicle large
1 Year Ago
1 Year Ago
More IO prefabs allowed on Vehicle Large layer
1 Year Ago
volume changes on floating city sounds
1 Year Ago
Update: Adopt Scientist2FSM to be aware of ghostship navmesh Need to double check aiming logic (sometiems they aim at the sky), and investigate how initial on-navmesh spawning is done. Also need to convert variant FSMs Tests: spawned ship navmesh offset and with a rotation. Ran around into different areas of the ship and rooms - they pursued
1 Year Ago
Remade solar panel collider using primitives
1 Year Ago
Set most IO prefabs as deployable on vehicle large layer
1 Year Ago
matrix textures & updated box prefab with example matrix model
1 Year Ago
Tweaked the medium battery mesh collider so it can be convex
1 Year Ago
Very initial work for testing using VehicleLarge as the only/default layer for boats and their construction, to reduce the need to switch.
1 Year Ago
Started working on supporting IO on boats, wires and IO handles are now parented to their IO entity Wire reconnection messages are sending local pos
1 Year Ago
ambience sounds added to every barge and walkway on the floating cities
1 Year Ago
merge from main
1 Year Ago
First initial test for explosives component box
1 Year Ago
- Apply root motion (not needed but helps rule things out) - Setup correct reload time on the front turrets
1 Year Ago
Reorient the front point pivot
1 Year Ago
Steering wheel prefab cleanup
1 Year Ago
reduced triangles->vertices/indices processing by roughly half by making Triangles/EdgeKeys readonly struct and only calculating the hash once on creation, done in parallel when they're created and reduces the overhead in the single-thread processing stage
1 Year Ago
Fixed position offset on the front turret
1 Year Ago
- Fixed scuffed clamping on the front turret seat - Use tickrate for lerping (cant use deltatime since im predicting)
1 Year Ago
improved triangles->indices generation performance a bit, mainly trying to make it somewhat readable
1 Year Ago
edited eoka pose and python deploy anims and reduced eoka idle clip range so the anim loops correctly
1 Year Ago
merge from boat_building
1 Year Ago
Fixed realm removes after object rework
1 Year Ago
Split netting visuals and collision into separate objects. Lowered both. Decreased placement height of hull blocks.
1 Year Ago
sped up marching cube triangle generation by 10x by using local list batches with IJobParallelForBatch to reduce NativeList<>.ParallelWriter locking adds (~0.35ms -> ~0.05ms)
1 Year Ago
First iteration of balloon text and colour changing menu - Only added to circle balloon for testing and iteration
1 Year Ago
test mesh add
1 Year Ago
merge from server_occlusion_height_fix
1 Year Ago
Indirectly iterate modifiers with separate list of modifier types that servers as history
1 Year Ago
Animation pass on the rear 50cal
1 Year Ago
Update: serverocclusiondebug - clarify what invalid grid means Now explicitly saying that server occlusion treats path with one or more invalid grid positions as unblocked Tests: none, trivial change
1 Year Ago
Bugfix: server occlusion - skip occlusion for players outside of the occlusion grid Tests: checked occlusion between y:90 and y:110 - previously would stutter(OcclusionV1) or would occlude(OcclusionV2). Tested hiding behind a hill - still works
1 Year Ago
part 2
1 Year Ago
texture and material updates
1 Year Ago
added fuse burn mesh to cannon to allow darkening of the fuse as it burns.
1 Year Ago
merge from main
1 Year Ago
cleanup
1 Year Ago
deployable easel
1 Year Ago
trying to make sense of shit code I wrote a year ago