198,653 Commits over 4,140 Days - 2.00cph!

1 Year Ago
Merge Bikes -> main
1 Year Ago
- Return to Continuous Dynamic collision for bikes, looks like Speculative was the main cause of "bouncing" - Adjusted all driving physics, changing collision mode seems to affect it quite a lot
1 Year Ago
Parent merge
1 Year Ago
Merge from main
1 Year Ago
Merge Bikes -> main
1 Year Ago
Revert subtractions of bike merges from yesterday
1 Year Ago
Minor damage threshold tweaks
1 Year Ago
Damage edit
1 Year Ago
Driving fixes etc
1 Year Ago
Light additions.
1 Year Ago
Collision damage tuning, stop dying to every little thing
1 Year Ago
Bike power edit + steering edit
1 Year Ago
fixed left rear indicator on lod1, tweaked rear taillights emissive colour on material, brakes are broken again
1 Year Ago
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1 Year Ago
positioned rightiside screen and keypad correctly
1 Year Ago
One weird trick to improve bike jitter (lock z rotation) + additional tweaks
1 Year Ago
lods, emissive on atlassed lods 3 and 4, trying to get lights working
1 Year Ago
Merged Travelling Vendor -> Main
1 Year Ago
Brought back 4 wheel braking Minor code cleanup Tree kill fixed
1 Year Ago
Vendor now destroys any builldings on the road. Won't affect normal gameplay, but will allow it to work on modded servers that allow building placement on roads.
1 Year Ago
Remove PedalTrike kickstand
1 Year Ago
Exhaust FX change. Show some exhaust FX all the time
1 Year Ago
- Removed overengineered steering system. Pure pursuit seems to be the GOAT - Look ahead multiple points rather than just 1 - Removed excess logs
1 Year Ago
added license plate props. more fixes to storage warehouse.
1 Year Ago
merge from runtime_profiling_entity_csv -> main
1 Year Ago
Fixed brake lights again
1 Year Ago
Enable waiting again - oops!
1 Year Ago
Clear material properties block before setting colour
1 Year Ago
Switch from multiple bools for tracking invokes to a single int 0 = off 1 = total execution of invokes per frame 2 = execution time per type of invoke per frame
1 Year Ago
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1 Year Ago
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1 Year Ago
Reimplement detailed entity profiling that was lost instead of stashed Change to single int to describe entity profiling mode 0 = off 1 = count spawned per frame 2 = count per type of entity spawned per frame 3 = count per type of entity across server every 5 minutes Reset all profiling measurements on the first frame profiling is enabled - fixes some stats counting incredibly high
1 Year Ago
vm frontier hatchet - added bones for beads & tassel
1 Year Ago
Fixed util.DecalMaterial to actually work TTT: Updated localization files (Community Contribution) Fixed vrad not writing light flags to the BSP Fixes "Cast entity shadows" option in Hammer to not working. Also added info to the hammer option about how to properly make it work.
1 Year Ago
additional profiling, a few quick wins on performance
1 Year Ago
Added "Secondary Detail Layer" to standard terrain blend shader
1 Year Ago
player update. 3p kayak anims updated
1 Year Ago
Added "Blend Detail" option to terrain layer to switch between "Terrain Height" (default) and "Surface Normal" detail sources
1 Year Ago
Merge Travelling Vendor -> Main
1 Year Ago
Vending front changes
1 Year Ago
Fixed wheel colliders having a slight gap with the ground
1 Year Ago
initial skinned oni cloth setup for ghostsheet
1 Year Ago
small perf modifications to oni cloth and initial setup for global solver updater
1 Year Ago
Merge from qol_building_preview_lerp_snapping -> main
1 Year Ago
Added "Mask" blend type to terrain blend layer
1 Year Ago
Removed unused TerrainLayer.cginc
1 Year Ago
Fixed compile error when using terrain parallax variants
1 Year Ago
Merge from main
1 Year Ago
Merged Travelling Vendor -> Main
1 Year Ago
Attempt to fix staging