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128,643 Commits over 4,140 Days - 1.29cph!

4 Months Ago
tweaked gib colliison to be smaller to allow gibs to collapse more easily
4 Months Ago
Fix bug causing vines to be incorrect lengths acording to distance
4 Months Ago
balanced specular boost on rustige eggs across the board
4 Months Ago
remade and rebuilt gibs for Wooden Double Doors, Armored Double Doors and Factory Door
4 Months Ago
merge from largefurnaceoptimize
4 Months Ago
merge from crossbow_arrow_fix_2
4 Months Ago
merge from premium_network_error_fix
4 Months Ago
Merge from snakes
4 Months Ago
Add water depth check to ValidatePosition when re-positioning. Allow shallow water but nothing more.
4 Months Ago
Vine ddraw debug stuff
4 Months Ago
Fix delayed triggers after repositioning.
4 Months Ago
Bunch of refactoring. Fix double strikes. Reduce reposition delay.
4 Months Ago
Setup LOD on vine line renderer
4 Months Ago
Clamp max vine length
4 Months Ago
Applied same fix to double wood door, double armored door and factory door (not working atm)
4 Months Ago
Fixed doors and garage door gibs not being skinned
4 Months Ago
Merge from hackweek_reduce_copies_2
4 Months Ago
Merge from main again
4 Months Ago
Update protobuf code generator (added back ReadUInt64 overload for array/span)
4 Months Ago
Fix crocodile briefly sinking to waterbed just before exiting water, instead of smoothly transitioning from surface to land
4 Months Ago
Merge from main
4 Months Ago
merge from io_networkcache
4 Months Ago
Updated kapok mesh and prefab Added swinging vine texture Created a viewmodel vine mesh
4 Months Ago
Merge from jungle_update (animal eyes shining in the dark)
4 Months Ago
Update wolf night eyes effect
4 Months Ago
Re-enabled network cache on RF and RC entities, not needed anymore
4 Months Ago
Enable croc eyes shining in the dark
4 Months Ago
Fix tiger and panther eyes not shining at night (eyes parented to wrong bone)
4 Months Ago
Fix tiger and panther eyes not shining at night (eyes parented to wrong bone), previous commit didn't go through
4 Months Ago
Face towards player when re-appearing
4 Months Ago
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4 Months Ago
Merge from jungle_update
4 Months Ago
Optim: use Burst to generate commands in GamePhysics.OverlapSpheres - It used to be there, but lost it during refactor Tests: unit tests
4 Months Ago
Clean: minor changes to GamePhysics - Renamed batch methods to be plural - Split GamePhysics.CheckSphere<T> to separate OverlapSpheres - added profiling scopes Tests: unit tests
4 Months Ago
Fixed vine renderers not spawning on proc gen
4 Months Ago
merge from high_walls_skins
4 Months Ago
Added a fallback error for ShowBlockedByEntityToast, used when GetBlockedByErrorFromEntity returns nothing
4 Months Ago
Merge from jungle_update
4 Months Ago
Obscure vision overlay improvements
4 Months Ago
Merge from blowpipe
4 Months Ago
Update: move RemoveTerrainMask to GamePhysics Tests: unit tests
4 Months Ago
Update: move GenerateCheckCapsuleQueries to GamePhyics and utilize Tests: ran unit tests
4 Months Ago
Update: split GamePhysics.CheckCapsule<T> - forbid CheckCapsule(batch) from returning ColliderHits - this is to better represent relationship to non-batched CheckCapsule Tests: unit tests
4 Months Ago
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4 Months Ago
Move the npc radius check after the filter radius check in the spawning flow, as it's cheaper if we early out at the filter stage
4 Months Ago
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4 Months Ago
Merge from jungle_update (fix tigers and crocs being too rare)
4 Months Ago
Fix too few crocs and tigers, new spawning filter
4 Months Ago
Fix NRE set line renderer state (was causing fake physics ropes to break occasionally and not render)
4 Months Ago
- Fixed budgetted visuals not working when vine needs to move its end point to point in the destination (still not perfect) - Auto set rope length in SwingingRope instead