194,037 Commits over 4,079 Days - 1.98cph!

10 Months Ago
Moved both oilrigs MonumentInfo component to the prefab root gameobject so running S2P correctly adds the PreventBuildingMonumentTag component S2P
10 Months Ago
only inherit mount velocity on ragdoll
10 Months Ago
Fixes
10 Months Ago
New set of damage and destruction effects to be in line with the other choppers.
10 Months Ago
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10 Months Ago
10 Months Ago
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10 Months Ago
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10 Months Ago
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10 Months Ago
added road rejection to jutting cliffs
10 Months Ago
Have wolves only fall over on headshots
10 Months Ago
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10 Months Ago
Added Note World Model Imported Note World Model Materials, Model, Textures Setup Note World Model Prefab, LODS and Colliders
10 Months Ago
wip/test changes
10 Months Ago
exported wolf run hit left and right animations
10 Months Ago
Elevator vehicle merge -> main
10 Months Ago
Increased elevator floor colliders Hopefully prevent clipping off elevators
10 Months Ago
extra jutting cliff prefab
10 Months Ago
Clean: Review Feedback - Part 1 - Make scopes explicit with brackets - Get rid of System namespace prefix (as we declare that we use System's names) - Renamed `deepFree` defaulted arg into `freeElements` - FreeUnmanaged(MemoryStream) no longer sets Position anymore - Commented the API Tests: Built C+S target (as it's trivial build-only changes)
10 Months Ago
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10 Months Ago
Entity Leak Fix -> Main
10 Months Ago
set mount pose to sit _DPV on DPV deployed prefab
10 Months Ago
Check if refill container move is unsuccessful. Delete to avoid memory leaking
10 Months Ago
Update: Removing FreeDynamic from Pool Reimplemented the 2 cases where it's used to work without losing information about the type (so we can use Free instead). This also gets rids of unnecessary allocations. Tests: Built all targets. Tried to test runtime (2p multipalyer), got confirmation that the server initializes but nothing hits it. In next CL I'll push out a unit test for ServerMgr, since it looks to be possible.
10 Months Ago
re-enabling animation speeds for DPV
10 Months Ago
Added head.male.average
10 Months Ago
Ignore colliders excluding player movements when running auto crouch
10 Months Ago
merge from EntityLeakFix
10 Months Ago
merge from main
10 Months Ago
merge from codelock_playerprefs
10 Months Ago
merge from dome_collider_fixes
10 Months Ago
merge from industrial_adaptor_movement
10 Months Ago
merge from SBToolCupboard
10 Months Ago
merge from main
10 Months Ago
adjusted serverside player colliders while ragdolling
10 Months Ago
updated wording
10 Months Ago
jutting cliffs progress
10 Months Ago
merge from main
10 Months Ago
Merge from main
10 Months Ago
crustaceans upscaled and added transparency, fish swim prefabs (unused currently) , barnacles tiling first pass
10 Months Ago
Industrial storage adaptors no longer block player movement
10 Months Ago
Merge from block_dof_playback
10 Months Ago
Added DemoShotPlayback.BlockDofPlayback as a temporary tool to block the depth of field track in a shot
10 Months Ago
Cleaned out broken shrub prefabs from airfield Fixed walkways not getting included in HLOD mesh resulting in floating mesh
10 Months Ago
Scene progress
10 Months Ago
Fixed a misaligned shadow proxy on wall_plaster_300 prefab S2P power_sub_big_2, harbor_1, harbor_2, powerplant, trainyard and water treatment
10 Months Ago
Fixed ladder_prop prefab having a box collider instead of it's mesh collider Affects dome, wooden cabins b/d/e, lighthouse, water well b/c/d/e
10 Months Ago
S2P junkyard and launch site as they also used the offending walkway prefab
10 Months Ago
Fix several walkways at dome using the wrong collider and blocking bullets where they shouldn't