243,857 Commits over 3,898 Days - 2.61cph!

1 Year Ago
IsTypeParameterRequired shouldn't check properties
1 Year Ago
Compile fix.
1 Year Ago
Swapped PlayerMetabolism override to only be on the server.
1 Year Ago
Clicking a GameObject in a GameObjectControlWidget will select it Fill out TreeNode.HasDescendant for GameObjects
1 Year Ago
SelectionSystem has events Rename TreeNode.HasChild to TreeNode.HasDescendant Open and scroll to selected item in treeview
1 Year Ago
Sweetspot detection wip
1 Year Ago
1 Year Ago
Pure methods become expression nodes
1 Year Ago
Swapped to using DDraw for frustum rendering.
1 Year Ago
1 Year Ago
Nuked "Rust/Standard Mesh Terrain" and transferred functionality to "Rust/Standard Terrain" controlled via Terrain Type drop down
1 Year Ago
Clear DoF_Ents table on DOF_Kill (#2020)
1 Year Ago
Updated trace code from Jay
1 Year Ago
Fix colliders not rebuilding when editing transform or collider properties
1 Year Ago
Serialization
1 Year Ago
Rescale body when setting transform with different scale
1 Year Ago
add Gizmo.Draw.SolidNavigationMesh, LineNavigationMesh
1 Year Ago
Remove the debug gizmo text output in CharacterControllerHelper
1 Year Ago
merge from main
1 Year Ago
merge from base_decor_DLC
1 Year Ago
network++
1 Year Ago
merge from base_decor_DLC
1 Year Ago
UI merge fix
1 Year Ago
1 Year Ago
Test mount/unmount VPK methods Remove file extension when passing to Mount/UnmountVPK Use ChangeExtension instead as apparently this preserves the path... Fix IsVPKMounted check not working
1 Year Ago
merge from main
Leaderboard backup, run #6773
1 Year Ago
Placement improvements, tutorial should now be mostly completable with new mesh
1 Year Ago
Main camera mask edit to include the new layer
1 Year Ago
Additional physics matrix collision setup. Also allow physics debris to collide with ragdolls.
1 Year Ago
Moved all non-bush content off the Bush physics layer. New "Physics Debris" physics layer used for world items and other physics-based debris (e.g. collectable keycards). This new layer collides with vehicles (but not players).
1 Year Ago
Save the baked foliage into a special mesh that just stores data. Just baking the generated meshes to disk would take up about 250mb of memory in meshes, saving the positions straight into a serialized asset was tanking editor performance, so the positions of each foliage piece are saved as vertices in a data mesh Load the foliage on the client when loading into the tutorial
1 Year Ago
Simple debug drawing for sphere and capsule, they were drawing too much geometry
1 Year Ago
Replicate shadow casting and layers
1 Year Ago
Exposed parameter didn't save? Try again
1 Year Ago
Match compressor on all audio mixer snapshots
1 Year Ago
Make sure compression var is saved
1 Year Ago
SweepBody, SweepBodyMultiple
1 Year Ago
Switched again to -6 and -12
1 Year Ago
Reduced threshold settings slightly after testing to -6.5 or -13
1 Year Ago
New game menu audio option for dynamic range compression. Default is None. Can also select Low (-7.5dB threshold) or High (-15dB threshold)
1 Year Ago
Shape sweeping
1 Year Ago
Un-bypass the master buss audio compressor, but with 0db threshold by default. Set attack to minimum (10ms) and release to a smooth 600ms so we don't pump too much on gunshots.
1 Year Ago
Add missing TagManager layer name change
1 Year Ago
Added ability to load saved foliage
1 Year Ago
Changed all bush colliders to triggers
1 Year Ago
Test map edit again
1 Year Ago
Renamed Debris layer to Bush. A few random things remain using the layer that aren't bushes - they will be reassigned soon. Bush layer no longer collides with anything in the physics matrix.
1 Year Ago
Copy splat settings to material
1 Year Ago
Activate non solid contacts regardless of if neither is dynamic (triggers)