193,280 Commits over 4,049 Days - 1.99cph!

13 Days Ago
Added conditional mesh component to arms armor
13 Days Ago
Try to orient the starting trail towards the player
14 Days Ago
bug fixes for 3p player rope climbing anims appearing stretched
14 Days Ago
merge from wood armour gloves
14 Days Ago
Fixed an issue with exporting default normal maps from the rust workshop
14 Days Ago
turned srgb off cocoknight ao
14 Days Ago
Merge from jungle_update
14 Days Ago
Fixed a potential scale issue
14 Days Ago
merge from cocoknight branch
14 Days Ago
added floor half shelves and shallow wall shelf prefab placeholders
14 Days Ago
Hunter vision boost baseline Animals leave a trail behind them that players can see when the buff is active
14 Days Ago
Clean up some invokes
14 Days Ago
Merge from deferred_indirect_lighting_occlusion_fix
Rin
14 Days Ago
Fixed Snake Venom worldmodel collider
14 Days Ago
Merge from jungle_update
14 Days Ago
merge from jungle_update - inital DLC item
14 Days Ago
Bump all dart velocities after feedback I nerfed them too hard
14 Days Ago
merge from jungle_update
14 Days Ago
merge from jungle_dlc (items still WIP)
14 Days Ago
merge from jungle
14 Days Ago
Merge from jungle_update
14 Days Ago
Adjust vine tree grid distance 35 -> 30 Dithering 12 -> 12 Aiming for more long chains of vines Flattened out arrival angle of mountable
14 Days Ago
More blowpipe vm tweaks
14 Days Ago
Only apply the disableLerps option on the viewmodel when transitioning between ironsight states, still allow animation when fully not aiming or fully aiming
14 Days Ago
Instead of shooting the vine to make it swing back, can now shoot the tree where the vine is currently resting
14 Days Ago
vine_3d_renderer -> jungle_update (3rd time lucky)
14 Days Ago
compile error
14 Days Ago
Merge from jungle_update
14 Days Ago
vine_3d_renderer -> jungle_update
14 Days Ago
Merge from main
14 Days Ago
UV support
14 Days Ago
vine_3d_renderer -> jungle_update
14 Days Ago
Massive performance boost: Reduce vine ms usage by 50%. Only run coroutine spring lerps on use, snap to position on init> Additionally: Only run spring lerps if end point or hang point are different to what they should be
14 Days Ago
Reduced vine travel speed by 25%
14 Days Ago
Force vine visual to stay on 2d rendering only
14 Days Ago
Improved rotation snapping when starting a vine wing
14 Days Ago
Passed intial performance tests: disabling tube rendering until art is done
14 Days Ago
Fix LOD flickering issue again
14 Days Ago
Fixed bug causing invisible lines on swing. Preload both tube and line renderers, so on swapping they can quickly move over and draw the vine properly
14 Days Ago
Increased the spacing of the vine launch points, should help vines overlap less
14 Days Ago
Switch sprays to Decal/Deferred Decal
14 Days Ago
Trying to fix an invisible on swing bug
14 Days Ago
Profiling Better LOD values
14 Days Ago
Fixed descend option not working when more than one vine is overlapping
14 Days Ago
Fix LOD spamming on and off depending on player look direction. Fix LOD not respecting the OnShow mountable code
14 Days Ago
Update emoji with transparency
14 Days Ago
NRE fix
14 Days Ago
Setup new VineLOD script. Swap the physics ropes render mode on lod state change
14 Days Ago
Add test ladder/rope ladder to vine playground
14 Days Ago
Setup LOD system with new tube and line renderers. Show 3d tube vine up to 20 m then swap to line renderer, eventually culling.