userandrecancel
reporust_rebootcancel

10,585 Commits over 4,383 Days - 0.10cph!

11 Years Ago
Fixed player shadow lagging behind, which made first person feel weird and laggy
11 Years Ago
Added proper overlay UI layer that's above all other HUDs, visible if any other HUD is visible CommunityEntity.FindPanel now uses hierarchy-based paths
11 Years Ago
Added move method to sphere (see bug report 720825) Added capsule shape helper class (for step detection tests) Replaced PlayerWalkMovement.TraceSphere with Sphere.Move
11 Years Ago
Reapplied GameTrace optimizations Fixed animal and player GameTrace colliders being offset and often too small
11 Years Ago
PVE servers: Don't allow any construction damage from players (players were running out of cupboard range after placing C4) PVE servers: Demolish is available forever instead of just 10 minutes
11 Years Ago
Fixed potential GameTrace issues when inside of colliders Further reduced dynamic memory allocations in GameTrace
11 Years Ago
Added Overlay/Top (for custom UI from mods during loading screens)
11 Years Ago
Fixed root bone reference of player model prefab (bone list no longer includes mesh LODs and shit)
11 Years Ago
Deleted shatter toolkit (seemingly unused, naming conflicts)
11 Years Ago
Test for paroxum
11 Years Ago
Test 2 for paroxum
11 Years Ago
Refresh canvas sort order after showing or hiding loading screen UI
11 Years Ago
SkinnedMeshCollider improvements WIP
11 Years Ago
Progress
11 Years Ago
Merge from main
11 Years Ago
Progress
11 Years Ago
Merge from main
11 Years Ago
Tweaks
11 Years Ago
Added GameTrace.TraceAll
11 Years Ago
Projectile object penetration WIP
11 Years Ago
Merge from main
11 Years Ago
Added penetration power to projectile
11 Years Ago
Changed penetration resistance calculation
11 Years Ago
Some sanity checks for hits caused by projectile penetration
11 Years Ago
Scale damage by the remaining projectile integrity
11 Years Ago
Merge from main
11 Years Ago
Merge from main
11 Years Ago
Fixed hit normal orientation reject
11 Years Ago
Merge from hitdetection2
11 Years Ago
Network++
11 Years Ago
Stop projectile if no penetration resistance can be retrieved from the entity that was hit
11 Years Ago
Fixed potential NRE in SkinnedMeshCollider.GetDensity
11 Years Ago
Projectile simulation uses exact time and movement stepping (finally makes ricochet work as it should)
11 Years Ago
Split vis.attack into vis.attack and vis.damage
11 Years Ago
Fixed attack ray origin being off after ricochet
11 Years Ago
Cleanup, minor tweaks and fixes
11 Years Ago
Picking Petur's cherries
11 Years Ago
Retrieved CraggyIsland splat maps
11 Years Ago
Projectile tweak
11 Years Ago
Only spawn world item when a projectile is stopped completely (not when penetrating)
11 Years Ago
Increased projectile min hit delta to account for the full projectile diameter
11 Years Ago
Fixed C4 line of sight check
11 Years Ago
Tweaked DamageUtil line of sight check for tiny distances
11 Years Ago
Projectiles keep history of the bones they've hit
11 Years Ago
Added sticky gizmos option to TerrainCollisionTrigger
11 Years Ago
Added collider grid with load balancing Added collider mesh batching
11 Years Ago
Added clouds to reflection probe
11 Years Ago
Env sync smooth approach
11 Years Ago
Don't run event schedule while still loading
11 Years Ago
Pixelate shader no longer falls back to black rectangle on low shader levels