137,433 Commits over 4,324 Days - 1.32cph!

11 Months Ago
Merge from blowpipe
11 Months Ago
Update: move RemoveTerrainMask to GamePhysics Tests: unit tests
11 Months Ago
Update: move GenerateCheckCapsuleQueries to GamePhyics and utilize Tests: ran unit tests
11 Months 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
11 Months Ago
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11 Months 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
11 Months Ago
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11 Months Ago
Fix too few crocs and tigers, new spawning filter
11 Months Ago
Fix NRE set line renderer state (was causing fake physics ropes to break occasionally and not render)
11 Months 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
11 Months Ago
resized the jungle building skin textures to final rez - fixed floor.triangle missing its jungle skin script
11 Months Ago
Missed Snake Spoiled Meat Material file
11 Months Ago
Setup Snake Raw, Spoiled and Cooked Meat Updated Snake Raw Textures
11 Months Ago
Added ladder trigger volume to zigg water tank
11 Months Ago
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11 Months Ago
- Fake Physics rope can now manually have its update methods ran - Vines are now updated in budgeted update like before
11 Months Ago
More leap fixes
11 Months Ago
Update: adding GamePhysics.CheckCapsule(batch) Last factored out func - should be able to complete refactor shortly Tests: none, will integrate to tests next
11 Months Ago
lowered normal intensity on zigg exterior concrete layer to nominal value as stronger values make projected decals display incorrectly
11 Months 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
11 Months Ago
Leap animator fixes
11 Months Ago
Bugfix: fixing native allocation leaks in tests Tests: ran the tests with leak detections enabled
11 Months Ago
bear_rug_deploy -> main
11 Months Ago
Apply the same recent rug deployment improvements to the bear rug
11 Months 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
11 Months Ago
leap attack animator setup
11 Months Ago
Added final COL and LODs for big zigg
11 Months Ago
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11 Months Ago
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11 Months Ago
merge from vines
11 Months Ago
jungle zigg tank large - tweaked materials to better mesh with the surrounding environment, added a decal for moss on top. Arranged folder structure
11 Months Ago
Hide condition bar on bag, bed and towel items (they can only be full HP, or broken in softcore)
11 Months Ago
Merge from blowpipe
11 Months Ago
Merge from turret_scaling
11 Months Ago
Fix for sfx movement colliders on piper nigrum radial pieces
11 Months Ago
merge from toolgun_corpserepair_fix
11 Months Ago
Fixed garrys mod toolgun not being able to repair deployable corpses
11 Months Ago
Kapok tree update
11 Months 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
11 Months Ago
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11 Months Ago
main -> bear_rug_deploy
11 Months Ago
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11 Months Ago
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11 Months Ago
merge from high_wall_skins
11 Months Ago
Added the SpatialEnvironmentVolumePass component to the camera
11 Months Ago
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11 Months Ago
Added back spatially aware environment volumes, but made them optional via the SpatiallyAware volume type flag
11 Months Ago
Clean: simplify NativeList.CopyFrom<T>(ReadOnly) Tests: none, trivial change
11 Months Ago
client_projectile_improvements_eyeclipping -> main