198,704 Commits over 4,140 Days - 2.00cph!

6 Months Ago
Catapult projectile orientation fun WIP.
6 Months Ago
fix uv2
6 Months Ago
Update: DemoServer - spawn entities with the right initial flags Turns out I had doors in a base to be closed on spawn, leading to tick violations - this fixes it. There's more violations to go. Tests: Played the demo, checked that the relevant door is now open.
6 Months Ago
Fireball small prefab update.
6 Months Ago
Manually updated Fireball_Small to be like the updated one on the unmerged new-explosion branch, as the old one looked really out of place in this context.
6 Months Ago
Merge from /main/indirect_instancing
6 Months Ago
Merge from /main
6 Months Ago
Made indirect instancing system toggleable via ConVar indirect_instancing.enable and disabled by default Fixed a bug collecting wrong statistics about unsupported shaders
6 Months Ago
manifest update
6 Months Ago
adobe wall and gate lods
6 Months Ago
Added jungle tree spawners to spawn.procmap.v3
6 Months Ago
Created spawn settings for jungle trees and added them to the jungle biome Removed jungle biome from temp_forest spawn settings Tweaked jungle tree prefabs to LOD better
6 Months Ago
At the end of reloading, play back to idle animation (reload_end)
6 Months Ago
Moved the skidding to CTRL Double tap CTRL to stand Block movements when standing
6 Months Ago
Some initial balance work (subject to change): Stats are similar to the bow, but slightly less range Regular Crossbow is still better overall (more effective long range and fires further)
6 Months Ago
GenerateDungeonGrid stays within terrain bounds
6 Months Ago
- Move bolt joints forward - Setup more masks on idle animations
6 Months Ago
- Added view model renderers to the new skinned arrows - FIxed NRE
6 Months Ago
removed linked arrow meshes from minicrossbow viewmodel prefab
6 Months Ago
Lot of improvements on horse head motion
6 Months Ago
part 2
6 Months Ago
removed wip files, added game meshes, correct textures
6 Months Ago
Updated presets UI and defaults to match reworked names
6 Months Ago
Fixed bone manipulations being changed on level transition Fixed camera entity losing its keybinds on level transition
6 Months Ago
Fixed static workbenches not having primitive version of tech tree attached to them
6 Months Ago
Update: DemoServer - hook up metabolism and make every player invincible I thought metabolism would fix the drowning of main player, but the recording info contains empty oxygen. Instead, we treat every player as invincible unless there's a replication message to destroy them. Tests: Played the demo till the end - no more logs on main player drowning
6 Months Ago
Export updated defaults
6 Months Ago
6 Months Ago
Move a bunch of settings to graphics convar space to help with compat. Updated related code and presets to match.
6 Months Ago
exported mini crossbow rig with the arrow meshes skinned and anims updated
6 Months Ago
- Hopper gibs - Barrel socket adjustment - LOD distances
6 Months Ago
merge from qol_horse_comfort_increase -> main
6 Months Ago
Enable horse comfort only on campfire prefabs - campfire - skull firepit - cursed cauldron
6 Months Ago
▆▉▊▍▍ ▇▋██ ▅▋▅▇▇▉▌▄▋ ▌▅▍
6 Months Ago
▆▍▆█▄ ▉▌█▆ ▇▆▉▍ ▆▅▊▆▉ ▌'▇ ▋▅▌▄.
6 Months Ago
Fireball for cherrypicking
6 Months Ago
merge from jungle
6 Months Ago
- Fixed 4th reload animation not working (implemented Jarryd's fix) - Removed loop time on the all strings drawn strings drawn layered - Virtual method for reload fraction duration
6 Months Ago
Horses add +50% comfort
6 Months Ago
merge from primitive -> aux2
6 Months Ago
merge from primitive_gm -> primitive
6 Months Ago
Fix T2 and T3 tech tree not marked as available in primitive
6 Months Ago
Restrict spring since it's only used for restricted weapons - remove spring from pressure plate in primitive to make it craftable with spring removal
6 Months Ago
Update: DemoServer handles a number of RPC messages - Only propertly implementing model flags for now - Adding a bunch of RPCs to ignore to avoid heavy spam during playback - Also renaming player game objects during playback to make it easier to track and inspect their state This revelas that during playback we're triggering a bunch of tick violations, which prevents position updates. Need to figure out how to deal with them. Tests: ran the same demo, this time with warnings not filtered out - once map loaded, the rate of warnings was decreased substantially.
6 Months Ago
Removed extra renderer component
6 Months Ago
Setup LOD Renderers on Worldmodel
6 Months Ago
Snap scientists to their cover even if those are slightly off navmesh (else they don't stick to the walls because of navmesh erosion, and can be spotted easily)
6 Months Ago
6 Months Ago
Prevent scientists from sneaking if they need to get into cover asap
6 Months Ago
Remove rifle body, SMG body, semi body since they are only used for restricted weapons