244,489 Commits over 3,898 Days - 2.61cph!
Set TutorialIsland MonumentNavMesh.NavMeshAgentTypeIndex to animal group so that animals bind to the navmesh correctly.
Also reduced the MonumentNavMesh extents so they don't accidentally include sea bed in some situations.
more mirror wip working out blend layer
HuntingTrophy_Large lods
HuntingTrophy_Small lods
Slightly tweaked entrance terrain to fit the second entrance variant
Fixed specular version of blend layer
Fixed "Apply Vertex Color" toggle not working in "Rust/Standard Blend Layer" shader
Multiple continuations fix
Fix continuations of property.set nodes
Cleanup - don't allow delete prefab root
Edit the prefab scene directly, unified scene saving, cleaning up
Added UV2 option to detail blend mask UV Set and set it as default
Hang watchdog -> tools stall monitor
Splash screen is stall monitor main thread window before editor opens
Don't remove an event instance - even if it's throwing errors
Type property serialization fixes
Event system unregister (#1291)
* Rewrite event system to lift and sweep
* Enroller calls unregister before hotload, register afterwards
Added base layer occlusion and detail blend layer; updated shader inspector
Enroller calls unregister before hotload, register afterwards
Setup Bath Tub Planter Folder Structure
Added Bath Tub Planter Textures, Materials, FBX, GIB FBX, COL FBX
Setup Basic Bath Tub Planter Prefab
Setup Bath Tub Planter Materials, LODS, GIBS
Rewrite event system to lift and sweep
Fix not switching scenes when playing
Scene is a GameObject
Get / set property node definitions
Be more careful when iterating components
Set up default collision rules
Fix PhysicsComponent not using the scene it is a part of
Add ColliderBaseComponent.IsTrigger (which does nothing atm)
Add SelfDestructComponent
Add CollisionDebugComponent
Add physics collision test scenes
Add PhysicsCallback class
Add PhysicsShape.IsTrigger
Handle IsTrigger in collisionfilter
CollisionEvent callback stub
implement > < operator overloads in TimeSince/TimeUntil
Leaderboard backup, run #6461
hide upgrades on death screen
double poison lose hp upgrade
max hp changes hp bar width
balance etc
orbiter shield changes, etc
Testing out storing a user id in a skull item as well as the name
Remove World StepCollision and GetSimulationTimeElapsed, doubt these are needed anymore
Body and Shape SetMaterialIndex
World GetBody by index
Delete the empty gibs mesh, we'll just use the full gibs
Icon
Allow additional leeway in the IsVisible check distance due to situations where we allow the entity's collider to extend beyond the entity's bounds
Splashable, igniteable, gibs, condition, save/load
Move vphysics into engine2
Remove legacy objectparams_t stuff
Updated the URL on OBB.Trace to a new working one - SIGGRAPH has moved it. I thought Cool URIs Don't Change :(
Update FP.BurstCloth with a bunch of constraint logic changes
Re-tweak all materials since the update has different parameters now
Fix ghost costume bones being out of order (breaks sibling constraints!)
Initial torch implementation
Calculate collision impact forces to give the same results we currently get
Reinstate IsVisible changes
Added support for frontier door to open in both directions based on what side the player is on