201,590 Commits over 4,171 Days - 2.01cph!

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
10 Months Ago
Code cleanup, all siege weapons now inherit from BaseSiegeWeapon
10 Months Ago
Merge: from main Tests: none
10 Months Ago
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10 Months Ago
Refactor parabolic sampling into its own class. Remove cardinal spline code. Integrate porabola visualisation into the vine launch points. Remove old visualisation code,
10 Months Ago
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10 Months Ago
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10 Months Ago
Battering ram prefab and code baseline Added BaseSiegeWeapon class, started to clean up prototype code
10 Months Ago
Updated Wooden Shield Textures Updated Wooden Shield World Model and View Model to have better strap positions
10 Months Ago
Merge: from requesttrees_spike Removes the "server_requesttrees" lag spike on player connect by spreading out the processing over the next frames. Server owners can disable this via `TreeManager.EnableTreeStreaming 0` and adjust it's performance via `PlayerBudgetMS`, `UpdateBudgetMS` and `CellSize` admin servervars. Tests: Booted Procgen 6k world - took ~3.5min to stream entire world to a player at 10 server fps, with no visual deterioration.
10 Months Ago
Rig V3 setup
10 Months Ago
Cardinal Splines offering little improvement with increased complication. Lets fake a porabola instead
10 Months Ago
Restrcting player seeds to single model for now
10 Months Ago
Update: Log TreeManager's treaming grid dimension on init - Available as part of Network level 1 logging Tests: booted in editor with server-only mode
10 Months Ago
Merge: from main Tests: editor boot
10 Months Ago
Initial work to try out Cardinal Splines: - Setup minimal tension values (basically Catmull-Rom) - Movement adjustments
10 Months Ago
Update: Use RustLog instead of debug log in TreeManager - Also fixed a minor bug that would not display full timing accuracy for old method - Moved logs to level 1 of Network (was 2) Tests: enabled network logs and tried with tree streaming enabled/disabled
10 Months Ago
Update: adding doc string to Pool.FreeUnmanaged(ref Stopwatch) Tests: none, trivial change
10 Months Ago
Optim: avoid StopWatch allocations via Pooling Tests: on Craggy flew out until only impostors visible
10 Months Ago
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10 Months Ago
exported wolf swim animation
10 Months Ago
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10 Months Ago
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10 Months Ago
Clean: updated a comment implying a potential bug - it was wrong Tests: none, trivial change
10 Months Ago
Polish on catapult. Fixed missing material slot on catapult entity
10 Months Ago
Update: TreeManager's grid is defined by cell size - Exposed via TreeManager.CellSize convar (takes effect at boot only) - Reorganized code a smidge to reduce how scattered a bunch of info was Tests: On craggy connected with 2nd player and flew out until only impostors were visible.
10 Months Ago
Add optional arguments onto `ddraw.text` command to modify distanceFade & zTest
10 Months Ago
reinforced wooden shield viewmodel
10 Months Ago
battering ram temporary greybox
10 Months Ago
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10 Months Ago
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10 Months Ago
Fix wolves moving a few cm below ground level in some areas like zipline platforms
10 Months Ago
Hook up accessibility color options
10 Months Ago
Cleanup and fix debug spam
10 Months Ago
Hook up options menu
10 Months Ago
Hook up convars for configuring if arrows should show for deploy guide, on deployed entities or both - now a different convar for if it should show important ports or all ports
10 Months Ago
Fix ports & arrows not working with the deploy guide when the mesh is scaled - hard to spot because it worked on deployed entities but not with the deploy guide
10 Months Ago
Improved mushroom texture quality - now uses native resolution