162,377 Commits over 4,597 Days - 1.47cph!

2 Years Ago
Added Catapult Stone Ammo FBX, Materials, Textures and LODS Setup Basic Prefab for Catapult Stone Ammo
2 Years Ago
merge from main -> copypaste
2 Years Ago
kitbashed ice sculpture stub prefab setup - only diverting damage of allowed type at the moment
2 Years Ago
merge from qol_teleport2grid -> main
2 Years Ago
Fixed comment
2 Years Ago
Fix vertical offset of grid not being correct on certain map sizes - due to image being placed from the bottom left but grids starting in the top left, but also rounding the number of grids on the map downwards
2 Years Ago
Optim: Remove IO pipe debug update invoke Turns out to save much less than expected (just 0.1ms), but this eliminates last editor-only update invoke with many instances. Tests: On craggy setup a chest->producer industrial circuit, was able to visualize debug
2 Years Ago
Fix recipe clicks triggering when drag scrolling the recipe list
2 Years Ago
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2 Years Ago
Add some profiling
2 Years Ago
- Increase tow rope resolution - Increase length slightly from the optimal distance in order to make the rope slightly slack - Setup lead points on visuals to try and make the rope -> transform rope a little nicer
2 Years Ago
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2 Years Ago
Slightly grey out any recipe names that we don't have the ingredients for.
2 Years Ago
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2 Years Ago
Added lead point support to fake physics rope
2 Years Ago
Tweaked AO intensity on all rock formations to prevent overdarkening
2 Years Ago
Shift clicking a recipe adds ingredients for the maximum affordable items. Misc fixes.
2 Years Ago
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2 Years Ago
Merge: from main Tests: none
2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
merge from main
2 Years Ago
Merge: from main Tests: none(trivial merge)
2 Years Ago
Merge from ai_wolf_iteration (huge perf boost)
2 Years Ago
Fixed deployable spawning with the wrong health (introduced by 106680)
2 Years Ago
Store fsm transitions in the state themselves to avoid having to do dictionary lookups, makes wolves twice as performant
2 Years Ago
Updated Catapult Explosive Ammo Textures and Materials
2 Years Ago
- Optimize the fsm transitions that are called often: cache distance to target (per frame) and components - Optimize roaming and flee: don't project all points in a circle around the wolf, once points are scored, early out after both nav projection and path succeed - Remove allocation caused by List.GetRange in GetFirstReachablePointInTopPct - Remove transitions updates (time elapsed now uses a timestamp) - Add more TimeWarning coverage
2 Years Ago
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2 Years Ago
Correctly include mixing table inventory (or not) in affordabilty checks.
2 Years Ago
Repeat clicking a recipe will add another set of ingredients to the mixing table. Refactored some affordability and logic to handle this.
2 Years Ago
-Ballista Added detail blockout ready for rigging
2 Years Ago
Merge: from remove_editor_update Removes around 1.5ms from 6k world in the editor and fixes longstanding bugs with the decal editing. Tests: Created a bunch of decals, modified their properties(changes visible), deleted them(no NREs), ran in game - still visible.
2 Years Ago
Merge: from main Tests: none(trivial merge)
2 Years Ago
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2 Years Ago
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2 Years Ago
merge from halloween24
2 Years Ago
BC: fixing cloth flinging away with large rotation changes - changed rotation origin to use player model transform's rotation, rather than its rotation field, as it depicts body root rotation better - made collision distance thresholds tunable and brought it down on the dracula cape due to its bone density - brought the floor up on the dracula cape damping curve slightly
2 Years Ago
Merge from gesturepack
2 Years Ago
Anim adjustments
2 Years Ago
Gesture picker looks a bit nicer when there are no more gestures to apply
2 Years Ago
Knuckle crack anim fixes
2 Years Ago
Don't play the lose animation when drawing
2 Years Ago
Merge from gesturepack
2 Years Ago
Added new gesture preview clips for the options menu. Enabled looping on menu video player element.
2 Years Ago
Unsaved sound timing change
2 Years Ago
RPS foley sounds
2 Years Ago
RendererLOD and MeshLOD will now only set isSmall if it can find a renderer with a bounds with a size > 0 on any axis Should hopefully resolve missing shadows when using monument scenes due to the changed initialisation sequence
2 Years Ago
Knuckle crack sound timing tweaks