201,082 Commits over 4,171 Days - 2.01cph!

9 Months Ago
cleanup and correct ref access to ref readonly access where appropriate
9 Months Ago
- SyncVar write and send methods - Start of codegen
9 Months Ago
move ApplyBlend4WayLayer into StandardLayers
9 Months Ago
Better jump controls Client head IK tweaks
9 Months Ago
add blend layer support to localcoord diffuse shader
9 Months Ago
Added a buryyable loot container. Use the shovel to bury, and metal detector and shovel to find and dig up again.
9 Months Ago
- BaseNetworkable & EntityComponent methods - Remove ServerManager receive method for now - Fill out client receive method for sync var - Handle message case in Client.Connection
9 Months Ago
- Added attribute (toggleable client authority) - Limit SyncVars to a set of 14 specific types - Static helper methods
9 Months Ago
Horses can jump (wip) Tweaked server colliders
9 Months Ago
- Added packet id - Handle message case in ServerManager - Initial OnSyncVarMessage method
9 Months Ago
Updated vine tree greybox
9 Months Ago
Handbrake so we don't slide down slopes Somewhat working gravity
9 Months Ago
merge from main
9 Months Ago
Baseline Horse movements using physics like vehicles
9 Months Ago
Update: allow specifying the name and how many frames to collect for perf snapshot - We support max 10 frames of recording, so frames input gets clamped - Also left a note for future maintenance Tests: exported multiple snapshots in editor with 1 and 11 frames
9 Months Ago
set wip material as current ice material
9 Months Ago
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9 Months Ago
merge from 107278 cctvgib_fix
9 Months Ago
cherrypicking 107578 Reduce wolf population and pack size to 3, until we find a way to make DensityPopulation spawn packs without having to increase the density
9 Months Ago
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9 Months Ago
merge from brzonevis
9 Months Ago
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9 Months Ago
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9 Months Ago
Add Specular map option to Detail Layer, update shader editor GUI, add the changes to additional standard shaders.
9 Months Ago
Have wolves give up stalking after a while if not dealt damage, and give up a lot faster if they see fire
9 Months Ago
Reduce wolf population and pack size to 3, until we find a way to make DensityPopulation spawn packs without having to increase the density
9 Months Ago
Don't return a success status from the position generator as we don't project on nav anymore, so it'll always succeed
9 Months Ago
Fix target check that was inverted after refactoring target getter
9 Months Ago
Prevent player dismounting from temp ragdoll mountable
9 Months Ago
Remove unused RequireComponent attribute since components are now cached in the base state class
9 Months Ago
Use sense component member functions instead of magic extension functions to get or set the target This makes the API more consistent
9 Months Ago
Remove some state local references to components that are no longer needed since references are now kept in the parent state class
9 Months Ago
Reduced the limbs rdrag and added bounciness
9 Months Ago
Added a seat in the catapult basket that players can mount Firing will launch any mounted player Catapulted players are put in temporary ragdoll mode
9 Months Ago
Added an orientation debug gizmo to the parent nested prefab. 40mm size a little bit up again. Fully realistic size too small.
9 Months Ago
merge from siege_weapons
9 Months Ago
merge from ragdolling
9 Months Ago
Compile fix
9 Months Ago
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9 Months Ago
Kapok tree greybox and swinging vine greybox
9 Months Ago
Fixed a crash when adding/removing a lot of slacked points to a wire Fixed a wire length calculation when adding and removing a lot of points Native arrays allocation optim
9 Months Ago
More particle system changes from CS:GO Endcap particle stuff. New parameters for all operators: "operator fade oscillate", "operator time offset seed", "operator time offset min"/max, "operator time scale seed", "operator time scale min"/max, "operator time strength random scale max", "operator strength scale seed", "operator strength random scale min"/max, "operator end cap state" Particle intitializer updates from CS:GO "scale cp (distance/speed/local speed)" for C_INIT_CreateWithinSphere "randomly_flip_direction" for C_INIT_RandomRotationSpeed and C_INIT_RandomRotation "shuffle" and "linear" for C_INIT_RandomSequence "use particle count instead of time" for C_INIT_PositionWarp "Use sequential CP pairs between start and end point" and "Save Offset" for C_INIT_CreateSequentialPath "collide with water" for C_INIT_LifespanFromVelocity Internal changes to certain particle initializers from CS:GO Added "Lerp EndCap Scalar" and "Lerp EndCap Vector" Ops New options for rope particle renderer "texture_offset", "scale CP start", "scale texture by CP distance", "scale scroll by CP distance", "scale scroll by CP distance", "scale offset by CP distance"
9 Months Ago
Re-applied the PlayerAnimation animator changes from 107542
9 Months Ago
merge from siege_weapons (kept aux2 PlayerAnimation.controller from the shield branch)
9 Months Ago
Set battering ram wheels lod to dynamic
9 Months Ago
Switched siege tower detailed colliders to use the vehicle large layer Added construction component Added deploy volume to wooden ladders to exclude siege towers
9 Months Ago
Update: adding extra logging and sanity checking when exporting a profile snapshot For some reason one of frames from standalone gets borked - hoping this'll help track it down. Tests: exported craggy in editor
9 Months Ago
- Fixed issue causing effects to spawn inside siege tower - Removed left over mesh renderers - Renamed some colliders
9 Months Ago
Update: Gather GC.Collect activity into perf snapshot - Avoid thread id checks reaching to mono runtime to resolve it, as it's unsafe during GC.Collect Tests: did a 6k standalone perf snapshot, but didn't catch a collection event. Forced one in editor on 3rd frame, confirmed visible in perfetto.