201,998 Commits over 4,171 Days - 2.02cph!

12 Months Ago
Update: document and test StringView.IndexOf Tests: ran the new unit tests
12 Months Ago
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12 Months Ago
Prevent being able to bully wolves by repeatedly shooting at their feet to scare them away, fix wolves trying to cancel their reaction to fire
12 Months Ago
Streamline wolf interruption behaviour, assign target upon hearing noise
12 Months Ago
Polish and budget NPC hearing, reduce charge range
12 Months Ago
Radtown no build increased Dropzone position change S2P
12 Months Ago
softened canyon_a pinch
12 Months Ago
removed hurt volume from the frontier gate
12 Months Ago
fixed offsets in the frontier gate prefab setup renderer lod on the frontier wall variants
12 Months Ago
WIP editor for TweakUIPresetSelect for easier editing of preset blocks
12 Months Ago
merge from main -RC
12 Months Ago
Applied new changes to ak for testing
12 Months Ago
Exposed support for IK hint on left hand
12 Months Ago
Simplified editing process, eliminated a few button presses
12 Months Ago
Military tunnels S2P
12 Months Ago
Arctic base S2P
12 Months Ago
Similarly, increased the player check radius on BaseSpawnPoint from hard-coded 2m to 10m. Added OnDrawGizmos to BaseSpawnPoint to visualise the radius. Due to how this is implemented, RadialSpawnPoint now uses 10m by default as well, but I've increased it to 20m manually for all scientist spawns. 10m is probably a better default anyway since we use the same spawn script for barrels etc as well.
12 Months Ago
Added playerCheckMargin as an additional margin around the spawn radius for human player checks in RadialSpawnPoint. New default value is 20m. Previously this used a const of 1m, so this does significantly change the behaviour of all existing RadialSpawnPoint users, but it prevents NPCs spawning closely to players.
12 Months Ago
Sample three points from the aim poses instead of two, use barycentric co-ordinates to blend between them
12 Months Ago
More robust code for RefreshLockState
12 Months Ago
Hopefully fixed modular car code lock showing green light instead of the intended red after moving out of network range and back
12 Months Ago
Update model components, disable deprecated stuff
12 Months Ago
Updated aim data
12 Months Ago
Fix conflicting right hand aim
12 Months Ago
Parent merge
12 Months Ago
Merge from main
12 Months Ago
Backups
12 Months Ago
Added wallpaper pack icon
12 Months Ago
lods and collision for frontier walls
12 Months Ago
Fixed deployables being placeable on the digital clock
12 Months Ago
Changed GCO category to Weapons
12 Months Ago
merge from main
12 Months Ago
Added convar for opening directory folders (only works locally) Can be used to setup binds to quickly open screenshots/demos/maps etc
12 Months Ago
More null checks in WallpaperPlanner.OnFrame
12 Months Ago
merge from main
12 Months Ago
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12 Months Ago
Merge from world_update_2
12 Months Ago
Improved terrain blending in areas where rivers flow into the ocean Added GenerateOceanTopology to refresh ocean topology after all monuments have been placed (fixes missing water near harbors / ferry terminal)
12 Months Ago
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12 Months Ago
Improve fidelity of wolf consecutive attacks when the player keeps walking backwards, or is standing still
12 Months Ago
Merge: from main Tests: built all modes in editor
12 Months Ago
Update: RCon test page now accepts custom endpoint Think at this point it's good enough, so I'll stop here Tests: tested with connecting to local host
12 Months Ago
Make wolves react to lit torch swings and projectiles landing near them
12 Months Ago
Update: RCon test page now follows log coloring output - Parses color tags that we receive in the stream - Recolored background to follow unity's style (since we sometimes send white colored logs) Tests: connected to session with high debug level with colored output
12 Months Ago
Update: RCon page displays Logs - Logs the pages connection flow, rcon commands and the feed from the server - Log scroll sticks to bottom Tests: ran with local session
12 Months Ago
Scene setup for ziggurat
12 Months Ago
Split orbit null checks into two seperate checks to ensure target being null cant mess with the second check Reduced the max amount of rockets fired by orbit strafe from 24 to 16