194,633 Commits over 4,079 Days - 1.99cph!

4 Months Ago
First pass on a new type of NPC that has a generic list of missions Conversation screen automatically populates at runtime, bypassing the need to create custom conversations for each mission Autofill icon fields, autofill translation token fields when making new objectives
4 Months Ago
Added the ability for a mission to override the contents of a container spawned for a mission (so we can reuse a few containers instead of making new ones for each mission)
4 Months Ago
Missions now autoconfigure a heap of fields when created with the CreateAsset tool (shortname, translation tokens, id's, effects, registers with MissionManifest) Cuts out around 7 clicks when creating a mission from scratch
4 Months Ago
Tweaked catapult constructable colliders to prevent player from getting stuck when building it
4 Months Ago
Fixed catapult colliders scale
4 Months Ago
Siege tower damage renderer Ballista physics mat
4 Months Ago
merge from primitive
4 Months Ago
Compile fix
4 Months Ago
merge from primitive
4 Months Ago
Unsaved mat change
4 Months Ago
Removed empty spawn in spawn handler (old old horses)
4 Months Ago
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4 Months Ago
Can now specify a name for the newly created asset in the Create asset tool Can now delete child assets of a mission
4 Months Ago
Updated spawn.procmap.v3.prefab
4 Months Ago
Unsaved
4 Months Ago
Asset collection update
4 Months Ago
Horse audio Some anim improvements and optimisations
4 Months Ago
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4 Months Ago
Unsaved
4 Months Ago
Horse lateral damping back to 3, reduced when skidding
4 Months Ago
Assets backup
4 Months Ago
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4 Months Ago
Remove debug logging
4 Months Ago
WIP reload rotation fixes
4 Months Ago
Modify era editor window so you can select an era and see what items are blocked - default is "none", will show orange for unassigned items - selecting "primitive" will show red for blocked items
4 Months Ago
Bugfix: no more duplicate players when playing a client demo on server-editor Now there's an issue with disconnecting/destryoed players - about 8 NREs about acessing something dead during BasePlayer.ServerCycle Tests: played the same demo - max players was 20 instead of 1k
4 Months Ago
Fix strider stomp attack creating invisible ragdoll with Keep Ragdolls Added an ever increasing counter to poster file names Updated C_RPG.MDL to use correct muzzle flash event This fixes a warning that would print when the RPG is fired Allow closecaptions in multiplayer with the cvar set to 1 This means that it will just work in local MP (for the host), on srcds closecaption_mp controls the behavior (defaults to off)
4 Months Ago
Climate update (copying temperate parameters to jungle)
4 Months Ago
RustNative update (jungle biome has forest topology everywhere)
4 Months Ago
Update: properly initialize players when playing a client-demo in server-editor - Also log when creating a main player - Report kick reasons as errors No more unexpected kicks for players. But, looks like we're duplicating players - by the end of playback we had 1k players, which is much more than I expected Tests: played back the same demo to completion, accumulated errors are only related to some invalid packets that we don't care about (like Voice)
4 Months Ago
TerrainConfig update (copying temperate parameters to jungle)
4 Months Ago
Sorted most other issues, just left with reload
4 Months Ago
RustNative update (jungle biome baseline)
4 Months Ago
ProceduralMapEmpty fixes
4 Months Ago
Update: Server-editor is able to see ticks from the player when playing a client-demo - now also handling flag messages - skip server demos and warn user that it's not supported for now There are a couple things left to investigate and validate - why the kicks happening for being under terrain, whether I can restore full initialization flow Tests: ran the same demo, was able to verify that main player is identified and it's tick history is being stepped through
4 Months Ago
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4 Months Ago
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4 Months Ago
Removed logs in legs animator Comments
4 Months Ago
Added LODs for jungle floor pieces
4 Months Ago
exported updated vm minicrossbow anims
4 Months Ago
merge from primitive -> aux2
4 Months Ago
merge from primitive_gm -> primitive
4 Months Ago
Fix compile error from using statement creeping in
4 Months Ago
Removed the old old horses population (the non ridable one), was set to 0 and unused
4 Months Ago
Fixed admire mask again to ensure state is retained whilst not overriding strings
4 Months Ago
Switched population to use the new horse prefab Ranches as well
4 Months Ago
Same treatment for deploy mask
4 Months Ago
Ensured idle animation mask includes all hand movements
4 Months Ago
- Fixed broken masks causing jaggy arrows - Ensured additive layer behaves itself - Stopped double start of the reload animation
4 Months Ago
Reverted MenuUI.Options prefab to 109385 Codegen, manifest