135,109 Commits over 4,293 Days - 1.31cph!

1 Year Ago
Missing beam LODs
1 Year Ago
exported updated vm mini crossbow reload anims
1 Year Ago
Redoing splintered parts of ruin beam kit. Beam kit LODs WIP
1 Year Ago
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1 Year Ago
marketing assets
1 Year Ago
Fixed horse idle breaks not playing anymore Tweaked sliding legs when playing idle_1
1 Year Ago
Horse decay
1 Year Ago
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1 Year Ago
Asbestos armor insert
1 Year Ago
Increased top ladder trigger volume on Siege Tower
1 Year Ago
Fix flickering artifacts when deploying the bow, legacy bow, crossbow or compound bow
1 Year Ago
1 Year Ago
Grammar fixes
1 Year Ago
1 Year Ago
Make scopes less of a big deal FOV wise on the mini crossbow
1 Year Ago
4ShotMiniCrossbow -> primitive
1 Year Ago
primitive -> 4ShotMiniCrossbow
1 Year Ago
Add `simulate_loot` command to test what loot will come out of a loot container - picks the closest loot container - default runs 100 times, can increase to 10k times
1 Year Ago
Fix shadow cascades tooltip
1 Year Ago
Updated lunar new year mask textures Updated lunar new year mask material Added albedo and metallic textures
1 Year Ago
Fixed horses stuck in sliding state Increased max slope angle
1 Year Ago
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1 Year Ago
Second pass/redo of broken wood trims and atlas. Redone all wood parts of floor kit. Other feedback and fixes. Still WIP
1 Year Ago
Update: DemoServer - Isolated all client demo logic into it's own player This is prep for full server demo support. Tests: played back a short craggy demo - it went through the entire thing without issues. Tried without demo - it started as expected
1 Year Ago
Removed Vehicle Detailed colliders from the horses, use AI layer instead LegsAnimator detects Vehicle Detailed colliders
1 Year Ago
exported tiger animations and rig
1 Year Ago
Buildfix: removing unused variable Tests: editor compile
1 Year Ago
Merge: from profiling_improvements Further exclude small methods/utility classes that are fast 95% of the time. Tests: Took a snapshot on a defualt ProcGen map in Editor(Client+Server). ~13% uncompressed json reduction.
1 Year Ago
Update: more profiling exclusions - Don't track NetRead and NetWrite - Dont' track Facepunch.System's containers (including pooling), StringPool and ArrayPool - Don't track EntityRef - Don't track all Enumerators (previously only Facepunch's was excluded) - Don't track all GetHashCode - Don't track TimeWarning (debug-only calls, but can be frequent) Tests: Took a snapshot of default procgen map in Editor(Client+Server), confirmed about 13% reduction in uncompressed json size.
1 Year Ago
Tweaked horse player collider height
1 Year Ago
Merge: from main Tests: none
1 Year Ago
Update: DemoServer - ripping out fixed timestep logic After experimenting with slowing down playback to bellow play speed, it did reduce the number of violations, but timing inconsistency between demo playback and server simulation leads to more issues. Tests: none, simple change
1 Year Ago
Prevent scientist from going back to patrolling like nothing happened when they know a threat is nearby
1 Year Ago
Remove manual call to hurt in scientist as it's now a method of entityComponent
1 Year Ago
When hit, automatically update the offender's position
1 Year Ago
Trumpet tree temp billboards
1 Year Ago
Setup snake mask item
1 Year Ago
Forward the Hurt call from entity to entityComponent
1 Year Ago
Merge from main
1 Year Ago
Enable grass displacement by default in all preset levels
1 Year Ago
Bunch of preset/defaults tweaks for more consistency with previous settings.
1 Year Ago
- Ballista Gibs missing material fix
1 Year Ago
Re-add shadows quality slider (removed by mistake previously). Include shadow quality slider in presets and defaults.
1 Year Ago
merge from viewmodel_camera_clipping
1 Year Ago
merge from shredderfix
1 Year Ago
merge from minerhatfix
1 Year Ago
merge from gingerbread_building_skin_fix
1 Year Ago
merge from Medieval_Barricade_Unique_Desc
1 Year Ago
merge from Medieval_Barricade
1 Year Ago
Shadow cascades preset tweak