200,680 Commits over 4,171 Days - 2.00cph!

4 Months Ago
Added conditional mesh component to arms armor
4 Months Ago
Try to orient the starting trail towards the player
4 Months Ago
bug fixes for 3p player rope climbing anims appearing stretched
4 Months Ago
merge from wood armour gloves
4 Months Ago
Fixed an issue with exporting default normal maps from the rust workshop
4 Months Ago
turned srgb off cocoknight ao
4 Months Ago
Merge from jungle_update
4 Months Ago
Fixed a potential scale issue
4 Months Ago
merge from cocoknight branch
4 Months Ago
added floor half shelves and shallow wall shelf prefab placeholders
4 Months Ago
Hunter vision boost baseline Animals leave a trail behind them that players can see when the buff is active
4 Months Ago
Clean up some invokes
4 Months Ago
Merge from deferred_indirect_lighting_occlusion_fix
4 Months Ago
Merge from jungle_update
Rin
4 Months Ago
Fixed Snake Venom worldmodel collider
4 Months Ago
merge from jungle_update - inital DLC item
4 Months Ago
Bump all dart velocities after feedback I nerfed them too hard
4 Months Ago
merge from jungle_dlc (items still WIP)
4 Months Ago
merge from jungle_update
4 Months Ago
merge from jungle
4 Months Ago
Merge from jungle_update
4 Months Ago
Adjust vine tree grid distance 35 -> 30 Dithering 12 -> 12 Aiming for more long chains of vines Flattened out arrival angle of mountable
4 Months Ago
More blowpipe vm tweaks
4 Months Ago
Only apply the disableLerps option on the viewmodel when transitioning between ironsight states, still allow animation when fully not aiming or fully aiming
4 Months Ago
Instead of shooting the vine to make it swing back, can now shoot the tree where the vine is currently resting
4 Months Ago
vine_3d_renderer -> jungle_update (3rd time lucky)
4 Months Ago
compile error
4 Months Ago
vine_3d_renderer -> jungle_update
4 Months Ago
Merge from jungle_update
4 Months Ago
UV support
4 Months Ago
Merge from main
4 Months Ago
vine_3d_renderer -> jungle_update
4 Months Ago
Massive performance boost: Reduce vine ms usage by 50%. Only run coroutine spring lerps on use, snap to position on init> Additionally: Only run spring lerps if end point or hang point are different to what they should be
4 Months Ago
Reduced vine travel speed by 25%
4 Months Ago
Force vine visual to stay on 2d rendering only
4 Months Ago
Improved rotation snapping when starting a vine wing
4 Months Ago
Passed intial performance tests: disabling tube rendering until art is done
4 Months Ago
Fix LOD flickering issue again
4 Months Ago
Fixed bug causing invisible lines on swing. Preload both tube and line renderers, so on swapping they can quickly move over and draw the vine properly
4 Months Ago
Increased the spacing of the vine launch points, should help vines overlap less
4 Months Ago
Switch sprays to Decal/Deferred Decal
4 Months Ago
Trying to fix an invisible on swing bug
4 Months Ago
Profiling Better LOD values
4 Months Ago
Fixed descend option not working when more than one vine is overlapping
4 Months Ago
Fix LOD spamming on and off depending on player look direction. Fix LOD not respecting the OnShow mountable code
4 Months Ago
Update emoji with transparency
4 Months Ago
NRE fix
4 Months Ago
Add test ladder/rope ladder to vine playground
4 Months Ago
Setup new VineLOD script. Swap the physics ropes render mode on lod state change
4 Months Ago
Setup LOD system with new tube and line renderers. Show 3d tube vine up to 20 m then swap to line renderer, eventually culling.