201,439 Commits over 4,171 Days - 2.01cph!

10 Months Ago
Restore gui.HideGameUI for menu state VRAD displays lighting mode in the log (HDR vs SDR) VRAD static prop lighting HDR related changes Only output .tga files for LDR compiles Only output .pfm files for HDR compiles Compile HDR .ppl files, without overwriting the LDR ones Swap-in HDR static prop lightmaps when HDR lighting is in use Fixed impaled NPCs not appearing in the kill feed
10 Months Ago
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10 Months Ago
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10 Months Ago
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10 Months Ago
- Wolves have a chance to stand their ground and start growling at the first swing, if they do this swing again to make them flee - Make torch swing reactions less delayed - Remove cases where a wolf is quite close to the fire, but just stares without either growling or moving away which looked odd
10 Months Ago
Fix held items on fire like torches, bows and flame throwers not being detected by wolves if the fire moves far from where it was lit
10 Months Ago
Fix fire not being detected sometimes at a specific distance (do not forget about a fire when it leaves out perception range, remember it until it's disappears)
10 Months Ago
Refactor FSM states to return their status, instead of having it being a member field (less error prone and helps states be AI architectures agnostic)
10 Months Ago
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10 Months Ago
backup ram prefab
10 Months Ago
Fix immortal wolves
10 Months Ago
Replaced radiation removal tea with the anti rad tea in the food cache loot table
10 Months Ago
Store the user ID of the player who last edited the VM name (needs a protobuf gen to persist through save/load)
10 Months Ago
Don't show NPC vending machine names
10 Months Ago
Merge from main
10 Months Ago
main -> vines
10 Months Ago
- Local vine setup - Mountable calls vine update RPC - Manifest rebuild
10 Months Ago
Example rock
10 Months Ago
Template rock
10 Months Ago
Initial work to render a line
10 Months Ago
Dispose of line renderer on destroy
10 Months Ago
- Vine object - Prefab setup
10 Months Ago
- Holding E when nearing the end of a vine will swap you to an appropriately set next vine - Rotation speed changes - Mountable now shared between swings
10 Months Ago
Rotate y angle of mountable higher as dy increases. Gives access to higher angles wil more steep vine swings
10 Months Ago
Change mountable so the player doesnt insta die on dismount
10 Months Ago
Now able to rotate z axis porabola arcs via using world space to project each point around a central pivot
10 Months Ago
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10 Months Ago
- further cloud density+lighting model experimenting - add noise generator for the 2D cloud map (controlling coverage and cloud type), values can be tweaked and texture regenerated at runtime - clean up
10 Months Ago
Fixed siege tower server collider
10 Months Ago
Ballista gamefeel, placeholder anims
10 Months Ago
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10 Months Ago
Fix wolf staring and stepping forward states not being properly reacting to fire, increase the distance wolves flee from fire
10 Months Ago
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10 Months Ago
Added ballista spear ammo item + placeholder effect and projectile prefabs
10 Months Ago
siege tower update
10 Months Ago
TF2 new map icons/category + adjust some dark ones Also fill the texture with white color if freeimage fails This is for .png image loading Adjust VRAD's -dumppropmaps TGA output to be correct Adjust the tga texture to be representative of what is written to PPL files, fixing out of color range texture bugs.
10 Months Ago
Ballista loading and firing logic Added projectile firing overload methods to BaseMountable
10 Months Ago
Fix wolves not comming to help their allies under some cirumstances
10 Months Ago
Add: Perf Test dud to boot ProcGen map Builds for player and starts switching the world, but I try to set it up incorrectly and still need to build/copy asset bundles. Tests: Confirmed that the player asserts when running the new test
10 Months Ago
exported metal shield world model anims
10 Months Ago
Fixed duplicated constraints making Lua errors sometimes Resolve memory alignment issues with 24bit images (.pngs, etc.)
10 Months Ago
Tweaked siege weapon masses and explosion damage multiplers so they react to forces when hit by explosions
10 Months Ago
updated textures
10 Months Ago
Clean: removing unnecessary checks and files Tests: none, trivial changes
10 Months Ago
playerupdate. player animtion controller updated with correct anim clips
10 Months Ago
Update: when enabling PerfFwk ensure we have 64bit arch selected Somehow I had 32bit arch targetted locally, and it looks like this is a local-only setting, so it's possible others will also run into this - this should avoid issues (like previous problem with Rust.Harmony). Tests: while on WIndows32 target enabled the framework - confirmed it switched to 64bit arch
10 Months Ago
Battering ram attack logic, press fire to attack while in the driver seat to attack and damage entities in front of you Only damages building blocks atm Placeholder animations and effects
10 Months Ago
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10 Months Ago
Fix wolves absolutely wrecking cars with their attacks