244,489 Commits over 3,898 Days - 2.61cph!

1 Year Ago
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.
1 Year Ago
fix tests
1 Year Ago
more mirror wip working out blend layer
1 Year Ago
HuntingTrophy_Large lods HuntingTrophy_Small lods
1 Year Ago
Slightly tweaked entrance terrain to fit the second entrance variant
1 Year Ago
Fixed specular version of blend layer
1 Year Ago
Fixed "Apply Vertex Color" toggle not working in "Rust/Standard Blend Layer" shader
1 Year Ago
1 Year Ago
Multiple continuations fix
1 Year Ago
navmesh issue debugging
1 Year Ago
1 Year Ago
Fix continuations of property.set nodes
1 Year Ago
Cleanup - don't allow delete prefab root Edit the prefab scene directly, unified scene saving, cleaning up
1 Year Ago
Added UV2 option to detail blend mask UV Set and set it as default
1 Year Ago
Hang watchdog -> tools stall monitor Splash screen is stall monitor main thread window before editor opens
1 Year Ago
Get / set property fixes
1 Year Ago
1 Year Ago
Don't remove an event instance - even if it's throwing errors
1 Year Ago
Type property serialization fixes
1 Year Ago
1 Year Ago
Event system unregister (#1291) * Rewrite event system to lift and sweep * Enroller calls unregister before hotload, register afterwards
1 Year Ago
Remove debug
1 Year Ago
Added base layer occlusion and detail blend layer; updated shader inspector
1 Year Ago
Enroller calls unregister before hotload, register afterwards
1 Year Ago
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
1 Year Ago
Rewrite event system to lift and sweep
1 Year Ago
Fix not switching scenes when playing Scene is a GameObject
1 Year Ago
Get / set property node definitions
1 Year Ago
1 Year Ago
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
1 Year Ago
Add PhysicsCallback class Add PhysicsShape.IsTrigger Handle IsTrigger in collisionfilter CollisionEvent callback stub implement > < operator overloads in TimeSince/TimeUntil
Leaderboard backup, run #6461
1 Year Ago
hide upgrades on death screen double poison lose hp upgrade max hp changes hp bar width balance etc orbiter shield changes, etc
1 Year Ago
Testing out storing a user id in a skull item as well as the name
1 Year Ago
Remove World StepCollision and GetSimulationTimeElapsed, doubt these are needed anymore
1 Year Ago
World GetJoint by index
1 Year Ago
Body and Shape SetMaterialIndex World GetBody by index
1 Year Ago
Delete the empty gibs mesh, we'll just use the full gibs Icon
1 Year Ago
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
1 Year Ago
Splashable, igniteable, gibs, condition, save/load
1 Year Ago
Move vphysics into engine2
1 Year Ago
Remove legacy objectparams_t stuff
1 Year Ago
Updated the URL on OBB.Trace to a new working one - SIGGRAPH has moved it. I thought Cool URIs Don't Change :(
1 Year Ago
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!)
1 Year Ago
Conical joint limits
1 Year Ago
Initial torch implementation
1 Year Ago
Calculate collision impact forces to give the same results we currently get
1 Year Ago
Reinstate IsVisible changes
1 Year Ago
Added support for frontier door to open in both directions based on what side the player is on
1 Year Ago
missing file