248,649 Commits over 3,928 Days - 2.64cph!

27 Days Ago
Stripped out the initial towing test code
27 Days Ago
Ability stacking, can only use the last ability in a row
27 Days Ago
painting carve radius directly onto the sculpture mesh rather than using a separate hit guide
27 Days Ago
Instant heal ability, OnCardPlayed event
27 Days Ago
InputHint, Abilities UI
27 Days Ago
Horses dung system Fixed dungTimeScale convar not scaling dung production Disabled air time temp ragdoll for now
27 Days Ago
Fix NavmeshGeneration performance regression caused by 51c5e14 Navmesh generator cleanup now runs in parallel Heightfield span pools are no longer freed after a completed generator run, instead they are returned to the freelist and reused. Disposing of the generators now waits for all active generator tasks to terminate.
27 Days Ago
Implement wolf headress effect on wolves
27 Days Ago
Ability cards working, add immediate reload card w/ ability - need to add ability UI next
27 Days Ago
CardAbility skeleton
27 Days Ago
Add Scales card that increases gravity
27 Days Ago
Code gen
27 Days Ago
shield 3rd person attack anim split into 3 parts
27 Days Ago
Merge: from soundmodulator_leak Fixes an audio-related NRE when performing generic interactions (zipline, bike, etc). Tests: rode the zipline on Craggy a bunch of times(the whole way and with quick jump-off). Couldn't repro the NRE (though couldn't do it originally anyway)
27 Days Ago
Bugfix: Avoid double-recycle of sounds when pooling is disabled - switched to checking recycle time it used to rely on whether fade modulator was present or not as a flag, which doesn't work when pooling is disabled. And we can double-recycle now via NotifyOnParentDestroying and OnDisable Tests: none, but super-confident about the theory
27 Days Ago
Use the correct connection for Card.PlayedBy
27 Days Ago
Add OnJump event so we can respond to jumps
27 Days Ago
fixed the meterial issue directly on the subent door prefab as fixing it in the ram itself didn't carry over.
27 Days Ago
Card scaling test, keep winner across maps
27 Days Ago
edited wooden shield position in its entity prefab to sit better on the player arm when chunky clothes are equipped
27 Days Ago
tweaked emissive slightly to be less blown out
27 Days Ago
Increased deck size to 100 Separate MaxHandSize, so you can draw more than default hand size Give a card to each player no matter who wins a half, extra card for the loser
27 Days Ago
Fixed additional jump logic when you don't have the required stats
27 Days Ago
set base emission to off on christmas lights
27 Days Ago
Stash all this PoC
27 Days Ago
Missed Medieval Barricade Texture Files
27 Days Ago
Updated Medieval Barricade Textures and Materials Updated Medieval Barricade Model to fix normal errors
27 Days Ago
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView (Don't merge this, hacky temp allocation) Forward+ Decals * Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too) * Tiled culling checks decals within each tiles frustum * Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
27 Days Ago
Extra jumps
27 Days Ago
edited clip range for metal shield attack anims and set up the wooden shield animator for melee attacks too
27 Days Ago
Healthy is a Target card
27 Days Ago
Don't change fire rate on new card
27 Days Ago
Hollow Point card
27 Days Ago
Merge from main
27 Days Ago
Arena 2
27 Days Ago
Merge: from main Tests: none, trivial merge
27 Days Ago
Bugfix: avoid unlockign semaphore from the wrong thread If it would time out during the wait period, it would release the semaphore in finally, leading to break of unique ownership promise Clean: remove ITask inheritance from UploadPerfSnapshot It used to be a task at the start, but not anymore
27 Days Ago
Merge from simple_upgrade
27 Days Ago
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27 Days Ago
merge ice_sculpture->main (server compile fix)
27 Days Ago
server compile fix
27 Days Ago
Merge from ai_wolf_iteration
27 Days Ago
27 Days Ago
Fix display info of constructor node result output
27 Days Ago
ForwardJumpPower uses normalized wish velocity so you can still jump up without being bumped forward
27 Days Ago
Removed some tilt code, fixes one-card going invisible
27 Days Ago
merge ice_sculptures->main
27 Days Ago
merge from main
27 Days Ago
Ice shader: change tangent space normal blending to world space, make occlusion map align with normal map sampling, and frost now impacts alpha
27 Days Ago
Manifest - restore water_treatment_plant_1, stomped in 108847