201,898 Commits over 4,171 Days - 2.02cph!

11 Months Ago
Added frontier hazmat_hitboxSystem to BurstClothTestbed scene Added mocap sample clips Improved hierarchy of cinematic prefab for Paddy
11 Months Ago
Reduced oasis target count from 3 to 2 to leave more space for giant excavator
11 Months Ago
Improved PlaceCliffsUniform randomization
11 Months Ago
Fixed river / ocean transition terrain issues
11 Months Ago
Merge from world_update_2
11 Months Ago
Final'ish - pending IK fix script.
11 Months Ago
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11 Months Ago
Fixed not being able to mount or unmount submarine at dive site D (incorrect trigger layer)
11 Months Ago
Reduce wood pile density by 40%
11 Months Ago
3rd person motion fixes, part 14
11 Months Ago
Reduce reload time
11 Months Ago
Merge: from main Tests: default editor build
11 Months Ago
rotated dart fbx to face positive z and re-exported, added dart to .viewmodel prefab
11 Months Ago
Clean: removing obsolete methods from Pool Tests: built all modes in editor
11 Months Ago
Cancel any active gesture immediately on death
11 Months Ago
shield prefab and adjusted metal value of texture
11 Months Ago
TerrainTopologyMap.GetTopology fix when getting topology in radius
11 Months Ago
Merge: from main Tests: editor build
11 Months Ago
Manifest
11 Months Ago
Merge: from itemcontainer_pooling Tests: built all modes in editor, booted craggy - no asserts, loaded a save on procgen - no asserts.
11 Months Ago
Scatter dart initial/placeholder setup
11 Months Ago
merge from world_update_2
11 Months Ago
Merge: from main Tests: editor compiled
11 Months Ago
Update: Assertions to catch leaking ItemContainer on init - Removed lazy cleanup on init - due to Load-Init flow it's dead code - Removed a redundant ItemContainer.Clear call Tests: Booted Craggy - no asserts. Booted a save game from a proc map - no asserts.
11 Months Ago
Backups; pose collection, cine prefab variants
11 Months Ago
merge from world_update_2
11 Months Ago
Clean: removing redundant ItemContainer.Kill calls - Removed a comment since it became obsolete Returning to Pool will "Kill" them. Tests: None, trivial changes
11 Months Ago
merge from main
11 Months Ago
Restrict storage barrel being able to be placed deep inside the world layer
11 Months Ago
Merge from elevator_parenting_collision_improvements
11 Months Ago
Merge from main
11 Months Ago
Fix Scene2Scene process running HLOD generation 3 times when generating prefabs and scenes Only run the first bake, subsequent HLODBounds generation calls will use cached mesh and materials (still runs everything else) Needs to be implemented when calling the S2P generation methods (see HLODBounds.ResetMultiBake in SceneToPrefab
11 Months Ago
merge from fix_ramp_wall_placement -> main
11 Months Ago
Fix wall placed beside ramp not able to be replaced after it's destroyed - applies to all walls: full size, half size, doorway, frame, window & low wall - https://files.facepunch.com/jakerich/iojYkzF7bnBKc9Sp/b0nGqYrAiPHtL3Zz.jpg
11 Months Ago
Merge from world_update_2
11 Months Ago
Rework UnwrapBakers final asset output process to update and resave assets instead of deleting and recreating assets Fixes Scene2Scene workflow missing HLOD meshes because subsequent runs would delete the assets, losing their connection
11 Months Ago
merge from fix_foundation_terrain_placement -> main
11 Months Ago
11 Months Ago
Parent merge
11 Months Ago
initial viewmodel base rig file, anim clips, animator and viewmodel prefab setup
11 Months Ago
Merge from world_update_2
11 Months Ago
Fix foundations not being placeable when the middle is clipping into terrain or rocks - as long as one corner or edge of a foundation is still above the terrain, it will place - still block placement if the foundation is completely under the terrain - add new SocketMod_Grouping to control multiple socket checks (which is how it checks multiple points on foundation) - applied to both square foundation and triangle foundation
11 Months Ago
Cleanup
11 Months Ago
Finalized prefabs.
11 Months Ago
Converted hill cliffs generation to PlaceCliffsUniform
11 Months Ago
Lowered LOD distances on all cliffs
11 Months Ago
improvised shield
11 Months Ago
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11 Months Ago
add smoothness and specular reflectivity multipliers to splat base layers
11 Months Ago
re-exported viewmodel mesh fbx to face positive z