133,613 Commits over 4,262 Days - 1.31cph!

6 Years Ago
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6 Years Ago
Beta branch
6 Years Ago
Turn off beta build define on main d11 branch
6 Years Ago
Added EngineVersion.txt to specify which version of the engine should be used
6 Years Ago
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6 Years Ago
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6 Years Ago
[D11] [#3784] Fixing the material issue with Laser/Flash flare/Search light/Miners hat - 3rd person
6 Years Ago
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6 Years Ago
Roof triangle test
6 Years Ago
[D11] [#4085] Flame turret - smoother movement.
6 Years Ago
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6 Years Ago
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6 Years Ago
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6 Years Ago
fix for static waterwell too
6 Years Ago
basic work in progress of area in bandit camp
6 Years Ago
[D11] Changes to the tree impact particle system and materials to increase performance.
6 Years Ago
[D11] Changed ThirdPersonWeapon sounds to check distance rather than LOD Visibility to prevent reload sounds not playing when outside of main camera frustrum
6 Years Ago
Merge from main
6 Years Ago
[D11][#3624] fixed been unable to move the interaction piemenu. [#4155] disable crosshair when trying upgrade.
6 Years Ago
Fixed ceiling light deploy issues under triangle floors
6 Years Ago
Fixed "Wall conditional corners show when placed adjacent to a backwards wall and a wall behind (triangle foundation)"
6 Years Ago
Fixed "Unable to replace furnace under triangle frame"
6 Years Ago
merge from building_blocks_2020
6 Years Ago
surface types fix on stone ramp
6 Years Ago
surface types fix on stone/armored stairs
6 Years Ago
refreshed t1 door albedo
6 Years Ago
Lowered blunt protection on cars from 0.75 -> 0.25 to increase damage from bradley shells
6 Years Ago
Remove unused gizmos
6 Years Ago
Compile fix
6 Years Ago
Steer 50% faster if shift key is held
6 Years Ago
Fixed create gibs in scene button not working Added a 5% size reduction to reduce gibs clipping into each other when generating automatic gibs
6 Years Ago
Actually speed up steering a little again
6 Years Ago
Slow down steering speed at higher car velocity
6 Years Ago
Update gibs to use new life convars
6 Years Ago
Minor fix
6 Years Ago
Increase low-speed engine power by a bit and overall engine power by a little
6 Years Ago
Merge from main
6 Years Ago
Merge in Continuous Speculative car physics
6 Years Ago
Switch collision detection mode to Continuous Speculative for cars. Let's eventually look at using Discrete with big blocky world-only colliders, as speculative is far from perfect. But until then this should fix both the slow-motion stops of Continuous and the getting stuck in signposts of Discrete.
6 Years Ago
Road signs on the test map
6 Years Ago
Use gibs kill method when destroying rowboat
6 Years Ago
Merge physics fixes -> Vehicles. Will hopefully fix vehicles sliding and spinning out inappropriately
6 Years Ago
Adjust engine power
6 Years Ago
Hooked up gibs on rowboat
6 Years Ago
Fix vehicles spinning out and sliding strangely: - Reduced the potential deviation of the centre of mass - Gave wheels additional sideways friction - Added AdjustHitForces method to handle any further errant values from PhysX WheelHit results - Increased minimum vehicle mass, increasing engine power to compensate
6 Years Ago
Updated some attack VFX that I missed. All bullet attack VFX use the nested prefab format. Manifest.
6 Years Ago
Added a resource multiplier to TriggerHurtNotChild and increased damage to resources by x3 from cars This destroys small trees relatively easily but still takes several hits to take down a large tree
6 Years Ago
Merge from Vehicles
6 Years Ago
ground plants optimization better wind settings increased distance tiling for grass splat