193,440 Commits over 4,079 Days - 1.98cph!

26 Days Ago
merge from high_walls_skins
26 Days Ago
Added a fallback error for ShowBlockedByEntityToast, used when GetBlockedByErrorFromEntity returns nothing
26 Days Ago
Merge from jungle_update
26 Days Ago
Merge from blowpipe
26 Days Ago
Obscure vision overlay improvements
26 Days Ago
Update: move RemoveTerrainMask to GamePhysics Tests: unit tests
26 Days Ago
Update: move GenerateCheckCapsuleQueries to GamePhyics and utilize Tests: ran unit tests
26 Days 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
26 Days Ago
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26 Days 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
26 Days Ago
▊██▌▋▉: ▌██▅▉▆▇▌.█▅▄▋▊▅▄▋▌▆▌▋▄▆▉▉▋ - ▅▅▊▅▊▆▋ ▄▄▊▅▆▋ ▋▅▆▍▋▌▊ ▊▌█▋▍▊▆ ▄▍█▉▌▍█ █▅▊▊▋ ▌▆▋▉ ▉ ▌█▄▉▊▉▅▉▋▌▅.▇▋▌▆▄▄▋▄▊▄▇▇ ▇▆▄ ▉▆ ▍▍█▌▆▍ ▍▉▊▋ ▇█▆ ▄▅▅▆▄█▌ █▋ ▋▉▊▍ ██ ▅▊▆▊▄▌ ▉▋ █▆▅▋▌▋▇ ▇▇▊▇▄▅▆ ▄▅▉▊▌: ▆▅▍▆ ▇▉█▇▍ █▊▇ ▇█▇▊▄▍▊ ▍▋▇█ ▅▄▉▇▆▌▊▄
26 Days Ago
Merge from jungle_update (fix tigers and crocs being too rare)
26 Days Ago
Fix too few crocs and tigers, new spawning filter
26 Days Ago
Fix NRE set line renderer state (was causing fake physics ropes to break occasionally and not render)
26 Days 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
26 Days Ago
resized the jungle building skin textures to final rez - fixed floor.triangle missing its jungle skin script
26 Days Ago
Missed Snake Spoiled Meat Material file
26 Days Ago
Setup Snake Raw, Spoiled and Cooked Meat Updated Snake Raw Textures
26 Days Ago
Added ladder trigger volume to zigg water tank
26 Days Ago
▇▇▊▍█▆: ▊█▋▄▆▇▋▉.▊▇▅▄▆▋▅▆█▇█▋▄▊▋▆▉ - █▉▇▆▄▊▆ ▊▅▍▇▆▆▇ ▌█▋▇ ▍▄▇▊ ▉ ▍▄▍▇█▊▆▍▋▉█.▌▌█▆▉▋▌█▅▌▌▄(▆▄▊▇▇) ▆▋▆▆ ▌▍▇▆▅ ▇▌▍ ▍ ▍▉▋▋▉▍ ▄█▋▆ ▅▌█ ▋▅▄▊▇▋▇▌▋ ▍▆▅▍ ▍'▄▄ █▇▄█ ▆▌ ▆▆██/▊▇▌██ - ▄█▇▅'▅▅ █▄ ▄▊▄▆▊ █▊▉▄▍: █▇▍▄ █▆▌▌▌ + ▆▌▄▄ ▄▆▉▆▋▊▋▍
26 Days Ago
- Fake Physics rope can now manually have its update methods ran - Vines are now updated in budgeted update like before
26 Days Ago
More leap fixes
26 Days Ago
Update: adding GamePhysics.CheckCapsule(batch) Last factored out func - should be able to complete refactor shortly Tests: none, will integrate to tests next
26 Days Ago
lowered normal intensity on zigg exterior concrete layer to nominal value as stronger values make projected decals display incorrectly
26 Days Ago
Zigg scene, fixed the terrain alpha map - tweaked terrain splats (less gravel, more forest soil) - did some set dressing around the water tanks area
26 Days Ago
Leap animator fixes
26 Days Ago
Bugfix: fixing native allocation leaks in tests Tests: ran the tests with leak detections enabled
26 Days Ago
bear_rug_deploy -> main
26 Days Ago
Apply the same recent rug deployment improvements to the bear rug
26 Days Ago
Update: GamePhysics.CheckCapsule<T>(batch) internalized layermask handling There's room for optims, but not going to pursue them for now - will test later how the perf deteriorates with the new APIs. Tests: ran relevant unit tests
26 Days Ago
leap attack animator setup
26 Days Ago
Added final COL and LODs for big zigg
26 Days Ago
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26 Days Ago
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26 Days Ago
merge from vines
26 Days Ago
jungle zigg tank large - tweaked materials to better mesh with the surrounding environment, added a decal for moss on top. Arranged folder structure
26 Days Ago
Hide condition bar on bag, bed and towel items (they can only be full HP, or broken in softcore)
26 Days Ago
Merge from blowpipe
26 Days Ago
Merge from turret_scaling
26 Days Ago
Merge from env_volume_performance_testing
26 Days Ago
Fix for sfx movement colliders on piper nigrum radial pieces
26 Days Ago
merge from toolgun_corpserepair_fix
26 Days Ago
Fixed garrys mod toolgun not being able to repair deployable corpses
26 Days Ago
Kapok tree update
26 Days Ago
Update: GamePhysics.CheckSphere(batch) now able to handle mask validation internally - Renamed GamePhysics.IgnoreCollision to MasksToValidate (prev name could be misleading and confusing) - undid sphere command building as that wasn't meshing well with MasksToValidate flow - Added UtrilityJobs.GatherJob<T> (will need to go through other code and clean up similar/same jobs) I still need to update GamePhysics.CheckCapsule, and replace inlined code with new versions Tests: all relevant unit tests
26 Days Ago
main -> bear_rug_deploy
26 Days Ago
▅▆▍_▆█▅▋▌▍▉█▅█▇▍▄_▅▌█ -> ▋▄▊▆
26 Days Ago
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26 Days Ago
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26 Days Ago
▄▅▅█ ▊▊▍▌█▅█▄ ▊▇▅ '▉█▇▇▆█▋ ▉▅▄▆▍ ▍▄▄', ▊▆██▄ ▉▊▇ ▊▆▄▉▆▆▌ ▍▉▅▍▇ ▍▉▆█▍▇▉▄▇▇ ▋▍ ▌▇█▆▉▆ ▆▉▌▄ ▋▄▅▍█ ▆ ▆▄▋▋▍▊ ▄▅▄▍█▊▍