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137,445 Commits over 4,474 Days - 1.28cph!

2 Years Ago
New: Adding Facepunch.Tests assembly for unit testing Facepunch libs, with ListExtension tests Motivation: when working on core libraries we gotta have confidence that we won't bork something somewhere by changing core algos&utils. With this test assembly, we have a common place to document behavior of Facepunch lib before we go modify it. Added 64 test cases for ListExtension changes (I couldn't reliably confirm in 3p multiplayer session). Test assembly configured in lean fashion. Tests: built all targets in editor. Ran all existing tests, including new ones being submitted. Observed ~10 failures in NavMesh and TextMeshPro, but new tests pass.
2 Years Ago
Trees now trigger OnPhysicsNeighbourChanged when falling down, cutting any attached tin can alarm wire
2 Years Ago
Wire deployable on trees Minor placement fixes Cleanup
2 Years Ago
weekly skins materials
2 Years Ago
Models and materials folders
2 Years Ago
propagated the latest changes into procmap stack
2 Years Ago
Commit missing change from private to public
2 Years Ago
Fixed player being left holding cards if they get kicked from a card table during a game for being idle for too long, at the same moment as an earlier player also gets kicked for being idle
2 Years Ago
Added first pass win and lose anims - currently not hooked up to minigame
2 Years Ago
Merge from main
2 Years Ago
Merge from fishing_full_inv_fix
2 Years Ago
Fixed fishing tackle mission soft locking if the player has a full inventory when they try and return it (do the inventory full check before we clear the required mission items)
2 Years Ago
Added RPS icon for gesture wheel. Updated UI to match new designs.
2 Years Ago
Player model cleanup Added a blocking state to the 3rd person animator
2 Years Ago
Use dedicated `gameplay_analytics` convar instead of requiring the server to be official with stats enabled
2 Years Ago
Added spawn.shielddummy command that spawns a bot with a shield equipped for testing
2 Years Ago
First pass on damage logic Shields can take hits and the hits are absorbed by the items condition Shields can have different ProtectionProperties like a BaseCombatEntity Shields can take hits when mounted on the back and abosrb the damage like they were held Broken shields won't appear at all
2 Years Ago
improved visuals of the glass on the DPV altered texture and materials
2 Years Ago
Added relief map option to standard-specular shader
2 Years Ago
New faster and more accurate compute-based relaxed cone map generator
2 Years Ago
mat change
2 Years Ago
Merge from main
2 Years Ago
Lighting prefab backup / Volume fuckery
2 Years Ago
Hill cliffs proc map settings
2 Years Ago
Hill cliffs progress and mid size variants
2 Years Ago
Merge from cached_ping_query_reduction -> main
2 Years Ago
Reduce log spamming
2 Years Ago
Add proxy circle behaviour to wolf to test anims
2 Years Ago
Recipe, description and placeholder icon
2 Years Ago
AI can now trigger tin can alarms
2 Years Ago
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2 Years Ago
Placeholder audio, repair & protection values
2 Years Ago
Moving everything to occlusion volumes WIP. Static candle prefabs support volumes.
2 Years Ago
Bike Cargoship Parent -> Main
2 Years Ago
Added an IDetector interface so the tin can alarm doesn't have to inherit from BaseDetector and IOEntity
2 Years Ago
Only bother getting the trigger parent component should the bike have a driver
2 Years Ago
Ensured bikes still perform clipping checks parenting to any other volume that isnt enclosed. Eg, cargoship, swing bridge etc
2 Years Ago
Merge from main
2 Years Ago
Remove hotreload plugin
2 Years Ago
Fixing compile errors, update manifest, fix protobuf definitions, and updating FuelSystem usage to new IFuelSystem interface
2 Years Ago
Optim: reimplementing List.Compare to use an inplace algorithm Caused by my upcoming changes to Free<HashSet<T>> requiring IPooled(I could've worked around it, but it was better to optimize it). Although I didn't benchmark, this in theory is a straight win - 3 less loops, no need for extra pools, and also fixes a harmless-but-perf bug(remained set had more elements than expected). Tests: Build for Client target. I also need to do runtime validation with a 3player multiplayer session - I ran out of time, will done once I'm back home.
2 Years Ago
WIP proof of concept for automating the entire process after pasting a list of workshop URLs.
2 Years Ago
underwater_divesites scene playable in editor
2 Years Ago
exported wolf run turnleft 150 to run test anim
2 Years Ago
merge from BurstClothFixes
2 Years Ago
Fixed burst cloth controller LODing not being marked as dynamic in some prefabs
2 Years Ago
Set-up corpse prefab and ragdoll prefab for croc. addad hitboxes and various scripts to croc prefab.
2 Years Ago
small ocean wreck buoy initial prefab setup LODs
2 Years Ago
fixed CNY_Spear and SkinningKnife BurstCloth setups - proper gravity values - reduced damping to reasonable values
2 Years Ago
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