130,358 Commits over 4,201 Days - 1.29cph!

1 Year Ago
added 3p shield impact melee and impact ranged anims to player animation.controller
1 Year Ago
Fix mining quarry and pumpjack only showing their animation up to 100m away
1 Year Ago
halved twoing joint break strength
1 Year Ago
merge from main
1 Year Ago
Refactor: Further simple vehicle changes - Turned SimpleVehicleVisuals into a utility class instead. - Introduction of SimpleCarVisualsController to handle passing of appropriate settings into VehicleChassisVisuals. - Setup standard wheel update method. Retained old method of overrides.
1 Year Ago
Merge: from remove_editor_update This shaves off another 5ms from editor update times on 6k world map Tests: built all modes in editor, tested debug rendering still works on craggy and loaded a 6k proc map and checked profiler
1 Year Ago
Merge: from main Tests: built all modes locally
1 Year Ago
fixed native memory leak in OceanSimulation (only a problem if you're restarting a server in-editor a lot)
1 Year Ago
Merge from ai_wolf_iteration
1 Year Ago
Fux compile errors
1 Year Ago
server compile fix
1 Year Ago
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1 Year Ago
Buildfix: Hide DDraw calls behind CLIENT Tests: checked all build modes
1 Year Ago
Update: DDrawAIDataPoints is an editor server var (instead of client) - Also fixed formatting and borked whitespace on one line This makes it a bit more consistent with how it's implemented (since ServerMgr executes the drawing). Tests: On craggy spawned junkpile_j, enabled the flag - debug rendering worked.
1 Year Ago
Adjusted battering ram and ballista mount positions
1 Year Ago
Optim: Reimplement AI-Cover/Move-Point debug drawing as a utility function instead of FixedUpdate - Also now requires both CLIENT+SERVER being active in the editor (as it's part of ServerMgr's FixedUpdate step) - Will reconcile the client cmd line arg but server logic in next CL This wins us 5.5ms on 6k procedural map in editor Tests: loaded a 6k procgen map on 1337 seed and checked the profiled. Tried enabling the debug flag, but it nukes the perf. Tested flag on craggy by spawning junkpile_j - saw the debug graphics.
1 Year Ago
SimpleVehicleVisuals server compile fix
1 Year Ago
Merge from ai_wolf_iteration
1 Year Ago
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1 Year Ago
Make wolf foundation jump more consistent
1 Year Ago
Added melee and ranged shield impact slots to player model and viewmodel animators
1 Year Ago
edited shield entity positions so the shields sit correctly in the hands
1 Year Ago
Can no longer sprint while blocking with a shield Fixed blocking flag not being applied on server
1 Year Ago
Battering ram player model IK setup, added placeholder steering wheel
1 Year Ago
Added ShieldBlocking state to hands layer (inside Idle_StateMachine)
1 Year Ago
Merge from cctv_shoot_disable -> main
1 Year Ago
merge from ghost_sheet_fixes
1 Year Ago
set bike and horse mountables to animate cloth in worldspace
1 Year Ago
added head/clavicle/neck to ignored bones on ghostsheet to help collision behaviour at some lookangles
1 Year Ago
Merge: from remove_treeentity_update This eliminates the many calls of TreeEntity.Update in editor play mode, saves ~16ms on 6k procgen map Tests: booted editor with swamp_a scene and shut down, booted into craggy then switched to swamp_a, added and moved trees to swamp_a, changed tree prefabs - all cases could see expected visuals.
1 Year Ago
Merge from main
1 Year Ago
Merge from gesturepack
1 Year Ago
Fixed hotbar 1-3 inputs not working while the RPS gesture isn't active Log cleanup
1 Year Ago
Tea items
1 Year Ago
Show different text on computer station when camera is disabled - "No Signal" = incorrect camera code or camera destroyed - "Weak Signal" = camera disabled
1 Year Ago
Using the ram consumes fuel Added RemoveFuel in IFuelSystem to allow removal of a specified amount of fuel in one go
1 Year Ago
Bugfix: TreeToolRenderer can render on editor start - Replaced sceneOpened with activeSceneChangedInEditMode, as former didn't react to boot process changing scenes Tests: closed editor and reopened, trees started to render
1 Year Ago
Merge from main
1 Year Ago
Merge: from main Tests: none (trivial merge)
1 Year Ago
Merge from corrupt_prefab_handling
1 Year Ago
Added "Tools/Find/Corrupt prefabs" to easily catch merge issues, scans entire project for prefabs that haven't been imported correctly Takes about 5s to scan whole project Catches kayak issue from earlier in the week and another UI prefab issue
1 Year Ago
reduced wind shader values on GhostSheet material
1 Year Ago
Added warming and cooling player modifiers, separately so that they can be combined. Added phrases. Metabolism coretemp now includes core temp adjustment from warming/cooling modifiers.
1 Year Ago
Merge from main
1 Year Ago
Add extra box collider to deployed camera too since it was only taking damage from the base stand of the camera
1 Year Ago
Disable deployed cameras from being disabled while shot
1 Year Ago
Add extra collider to static CCTV camera so it can be shot better - add static effect to the camera prefab itself
1 Year Ago
Disable static CCTV cameras in monuments when they take damage - default duration 5 minutes (convar `camera_disable_seconds`) - 95% static effect when disabled - can still hear audio when camera is disabled - static effect around camera when disabled
1 Year Ago
Merge from brzone-blending -> main
1 Year Ago
Prefab application & fixes.