201,578 Commits over 4,171 Days - 2.01cph!

10 Months Ago
Fix ai.killanimals command not killing the new wolves Put all new AI code in a separate namespace to avoid confusion with old AI framework Modify codegen to support namespaces
10 Months Ago
Buildfix: Harmony loader is conditionally built via asmdef settings - Originally there was a mix of code macro checks and asmdef constraints - now it's just asmdef constraints and no code defines - Enabled it for all platforms except editor, instead of just 3 explicit ones(Unity's TestFramework currently builds Win32 players instead of Win64). Tests: with PerfFwk enabled and editor in different(Client, Server, both) modes, ran Pool perf tests in Player/standalone mode. Everything built and succeeded.
10 Months Ago
Update: Exclude unnecesary scenes when PerfFwk is enabled - We have disabled scenes in the list that UnityTestFramework ignores and tries to build, leading to issues - It also saves iteration time, since we only build scenes we'll use for perf testing Tests: same as before
10 Months Ago
main -> vines
10 Months Ago
Update: Moving perf tests to PerfFwk plugin - Added additional references to PerfFwk Original idea of mixing perf test code into main assembly didn't work out, so for now going the path of contianing them in an isolated assembly Tests: tested with other changes to run pooling tests in CLIENT+SERVER standalone mode
10 Months Ago
Fix ai.killanimals command not killing the new wolves Put all new AI code in a separate namespace to avoid confusion with old AI framework Modify codegen to support namespaces
10 Months Ago
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10 Months Ago
Consolidate the way wolves filter preys Fix ai.addIgnorePlayer not working for the new wolves
10 Months Ago
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10 Months Ago
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10 Months Ago
Potential fix for wolves jagged jumps
10 Months Ago
Merge from blowpipe
10 Months Ago
Prevent wolves from using a 180 anim to turn away from fire if they are already facing away, it looked odd Make wolves flee a random distance to avoid visual repetition Make wolves flee further away to avoid being easy targets
10 Months Ago
Refactor modifier application so I can use it elsewhere.
10 Months Ago
Merge from main
10 Months Ago
merge from main
10 Months Ago
merge from fix_crafting_queue_wrong_item
10 Months Ago
merge from planter_night_rainfall_fix
10 Months Ago
merge from launchsite_flow_fix
10 Months Ago
merge from dpv_fixes
10 Months Ago
merge to main surrendering_duck
10 Months Ago
merge from frontier_hatchet_bc_fixes
10 Months Ago
merge from hempcolor
10 Months Ago
Merge from main
10 Months Ago
Merge from thirdperson_orbit_cam
10 Months Ago
Merge from main
10 Months Ago
WIP
10 Months Ago
Fixed some duplicate arms
10 Months Ago
Reworked shield viewmodel coding to live on a new self contained component Updated viewmodels with new assets
10 Months Ago
Backups
10 Months Ago
Merge from main
10 Months Ago
Added orbit camera to third person camera view for devs/admins. Hold alt when using third person camera to use. Mousewheel zooms in out.
10 Months Ago
Male head B rig V3
10 Months Ago
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10 Months Ago
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10 Months Ago
Filter for preset list https://files.facepunch.com/rubat/2024/October10-647-CheeryLunamoth.gif Called GM:PlayerAuthed outside of player prediction (so curtime is valid) Effectively makes the hook run a bit sooner within the same frame/tick it used to. Fixed Player:UniqueID returning nothing before InitSpawn Fallback to garrysmod.ver for when Steam is not available to get BRANCH Disable gui.HideGameUI, block cancelselect VRAD: -dumppropmaps also dumps the lightmaps as .pfm Also dump files to /sp_lightmaps/ instead of base dir Don't display alpha channel for non alpha formats (RGB888, etc) This is for mat_texture_list 1 Use non alpha format for images without alpha (.png/.jpeg loader) This should hopefully save some memory Resave Post Processing icons to not have alpha channel Since they don't use alpha anyway
10 Months Ago
Battering ram work in progress - added driver seat, fuel storage and engine logic
10 Months Ago
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10 Months Ago
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10 Months Ago
Fix animals walking through crates and barrels
10 Months Ago
Fix wooden covers not carving navmesh
10 Months Ago
Fix wooden barricades not carving navmesh as opposed to other barricades
10 Months Ago
setting up metal shield viewmodel
10 Months Ago
Undo: auto-reference of PerformanceTesting lib Trying out a different approach Tests: none
10 Months Ago
Activated towing on all siege weapons
10 Months Ago
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10 Months Ago
Fix wolf looking behind them too much when fleeing Smooth out wolf neck movement
10 Months Ago
Auto dismount player at the end of sampling (just use distance for now)
10 Months Ago
4 shot mini crossbow folder setup & basic blockout / grey box
10 Months Ago
- Player rotation follows orientation of parabola flow. - More code structure cleanup. - Inject use level in vine utils