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157,772 Commits over 4,566 Days - 1.44cph!

2 Years Ago
Merge from halloween24
2 Years Ago
Remove the WaterVisibilityTrigger from MineDungeon, possibly causing missing water when exiting the halloween dungeons
2 Years Ago
merge from main
2 Years Ago
Optim: Preserialize the tree grid before sending to the player - Added ClientRPC overload that accepts a MemoryStream to support above - Early out of the tree streaming logic if no players are in the streaming queue Local test on 4.5k Proc world showed that it took ~1m to stream entire world for 1 player instead of previous 3.5m Tests: minimal, booted procgen map in CLIENT+SERVER local session, waited until everything streamed in
2 Years Ago
Merge from relationship_manager_dangling_profiler_sample_fix
2 Years Ago
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2 Years Ago
Refactor wolf fsm to be easier to maintain and extend
2 Years Ago
add configurable offsets for coverage and instability noise gen
2 Years Ago
per-sample fogging
2 Years Ago
Fixed halloween candies spawning inside cliffs When spawning we now check the terrain topology and run a simple raycast to reposition them if the topology is CLIFF or CLIFFSIDE
2 Years Ago
playerupdate. renamed the necessary exported player exported anims and clips for consistency and updated player animation contoller with swim new anims
2 Years Ago
main -> voice_chat_cctv
2 Years Ago
Add solar panels to a work queue
2 Years Ago
update to visuals prefab pivot (temporary)
2 Years Ago
updated ram hardware models to reflect latest concept changes
2 Years Ago
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2 Years Ago
Show the current shield health with the health/hunger/vitals Move the player vitals into a FlexLayout, remove a bunch of hardcoded layout code as a result
2 Years Ago
Fix two more dangling profiler samples in relationship manager caused by early outs
2 Years Ago
battering ram update to work in progress visuals
2 Years Ago
Added gibs to catapult. Changed catapult rust decals mat lookup.
2 Years Ago
Merge: from main Tests: none
2 Years Ago
Double clicking on a selection history entry now calls AssetDatabase.OpenAsset
2 Years Ago
wip repositioning and convar
2 Years Ago
Merge from halloween24
2 Years Ago
Also filter out murderers, scarecrows and zombies on the tutorial island
2 Years Ago
Don't allow halloween/xmas dungeons to spawn on the tutorial island
2 Years Ago
Fixed shields not getting properly initialised when using spawn.shielddummy command Added a damage mitigation factor to all shields, shields will absorb this percentage of damage and then pass the rest of the damage onto the player. This is applied after the Protection properties are applied, so we can still vary how different shield materials affect damage
2 Years Ago
Added IReceivePlayerTickListener. Forward received player ticks to any listeners. WildLifeHazards can define the button press for avoiding the hazard. WildiLifeHazards receive the player tick and check for valid input. Can now succesfully avoid hazards.
2 Years Ago
WildlifeHazard can now play a sound on trigger. Hook up placeholder hissing sound for Snake wildlife hazard.
2 Years Ago
Added SavingReactionTime to WildlifeHazard entities, along with a ReactionTimeMultiplayer server convar. Hazard effects are now triggered using this delay.
2 Years Ago
Merge from main
2 Years Ago
Tons of changes to support working outside of editor - code assumed only single instance per server - now store parameters per client in client convars - made client and server versions of each command - client commands send parameters to server version - added filtering for resources + foilage and npcs (default include everything) - fix point entities not being filtered out - split code into CLIENT and SERVER regions
2 Years Ago
Merge from halloween24
2 Years Ago
Split scarecrow and murderers into different prefabs to properly support the death screen and head bag systems Updated Scarecrow.Population and the halloween tunnel prefabs to add in the new prefab (weighted 75/25 scarecrow/murderer to match the previous behaviour)
2 Years Ago
Cleanup Rename copy -> copybox so it doesn't overlap with client copy Rename load -> loadpaste to not overlap with other load commands
2 Years Ago
Setup reinforced wooden shield prefab
2 Years Ago
Add melee attack state on 3rd person animator Added admire to viewmodel animator Added override controllers for each shield viewmodel
2 Years Ago
Hook up deploy on 3rd person shield layer
2 Years Ago
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2 Years Ago
Tags applied to items prefabs
2 Years Ago
Switch default era from None -> Unknown and add new "Any" era so we know what items are explicitly allowed in any era vs unassigned Add tags for era to item assets
2 Years Ago
Every item reserialized after adding era field & updating asset tags
2 Years Ago
Client compile fix
2 Years Ago
Improve item asset tags - `workbench0` - `workbench3` depending on crafting requirement - `craftable` for items that are craftable - {Category}Item for item category (WeaponItem, FunItem, etc) - `ItemDLC` for items that are dlc - `ItemRedirect` for items that are redirects of other items
2 Years Ago
Add era field for items (none, primitive, medieval, frontier & modern) - items default to "no era" - items in none will show up in all eras - items in lower eras will show up in higher eras - no eras assigned to items yet
2 Years Ago
WIP support for storing which NPC clothing loadout was active on a corpse, to support more accurate head bags and death screens when killing NPC's that change appearance via loadout (notably arctic scientists and scarecrows/murderers)
2 Years Ago
Remove QTE specific gameplay code. Rename functions.
2 Years Ago
Rename and refactor QTEEntity/SnakeQTEntity to WildlifeHazard/SnakeHazard. Rename entity prefabs. Manifest. Codegen.
2 Years Ago
Delete QTE folders and restructure.