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120,741 Commits over 4,018 Days - 1.25cph!

15 Days Ago
Setup Snake Raw, Spoiled and Cooked Meat Updated Snake Raw Textures
15 Days Ago
Added ladder trigger volume to zigg water tank
15 Days Ago
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15 Days Ago
- Fake Physics rope can now manually have its update methods ran - Vines are now updated in budgeted update like before
16 Days Ago
More leap fixes
16 Days Ago
Update: adding GamePhysics.CheckCapsule(batch) Last factored out func - should be able to complete refactor shortly Tests: none, will integrate to tests next
16 Days Ago
lowered normal intensity on zigg exterior concrete layer to nominal value as stronger values make projected decals display incorrectly
16 Days Ago
Zigg scene, fixed the terrain alpha map - tweaked terrain splats (less gravel, more forest soil) - did some set dressing around the water tanks area
16 Days Ago
Leap animator fixes
16 Days Ago
Bugfix: fixing native allocation leaks in tests Tests: ran the tests with leak detections enabled
16 Days Ago
bear_rug_deploy -> main
16 Days Ago
Apply the same recent rug deployment improvements to the bear rug
16 Days Ago
Update: GamePhysics.CheckCapsule<T>(batch) internalized layermask handling There's room for optims, but not going to pursue them for now - will test later how the perf deteriorates with the new APIs. Tests: ran relevant unit tests
16 Days Ago
leap attack animator setup
16 Days Ago
Added final COL and LODs for big zigg
16 Days Ago
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16 Days Ago
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16 Days Ago
merge from vines
16 Days Ago
jungle zigg tank large - tweaked materials to better mesh with the surrounding environment, added a decal for moss on top. Arranged folder structure
16 Days Ago
Hide condition bar on bag, bed and towel items (they can only be full HP, or broken in softcore)
16 Days Ago
Merge from blowpipe
16 Days Ago
Merge from turret_scaling
16 Days Ago
Merge from env_volume_performance_testing
16 Days Ago
Fix for sfx movement colliders on piper nigrum radial pieces
16 Days Ago
merge from toolgun_corpserepair_fix
16 Days Ago
Fixed garrys mod toolgun not being able to repair deployable corpses
16 Days Ago
Kapok tree update
16 Days Ago
Update: GamePhysics.CheckSphere(batch) now able to handle mask validation internally - Renamed GamePhysics.IgnoreCollision to MasksToValidate (prev name could be misleading and confusing) - undid sphere command building as that wasn't meshing well with MasksToValidate flow - Added UtrilityJobs.GatherJob<T> (will need to go through other code and clean up similar/same jobs) I still need to update GamePhysics.CheckCapsule, and replace inlined code with new versions Tests: all relevant unit tests
16 Days Ago
main -> bear_rug_deploy
16 Days Ago
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16 Days Ago
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16 Days Ago
merge from high_wall_skins
16 Days Ago
Added the SpatialEnvironmentVolumePass component to the camera
16 Days Ago
cherrypicking 118513 118514 118515 118546 118516
16 Days Ago
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16 Days Ago
Merge from env_volume_performance_testing
16 Days Ago
Added back spatially aware environment volumes, but made them optional via the SpatiallyAware volume type flag
16 Days Ago
Clean: simplify NativeList.CopyFrom<T>(ReadOnly) Tests: none, trivial change
16 Days Ago
client_projectile_improvements_eyeclipping -> main
16 Days Ago
projectile_improvements_orientation -> main
16 Days Ago
WIP modifier scaling & autoturret using it for darts.
16 Days Ago
merge from groundwatch_nre_fix
16 Days Ago
Update: Rewrite GamePhysics.HandleIgnoreCollision(batch) to allow for explicit control of what exclusion volumes to check Tests: ran updated test
16 Days Ago
Fixed GroundWatch::LegacyRadiusCheck NRE again
16 Days Ago
merge from main
16 Days Ago
Merge from editoronly_ui_convar_warning
16 Days Ago
remove unused watermap array from job
16 Days Ago
switched initial map prepare job to IJobParallelForBatch to reduce locking with parallel writer (temp alloc list of indices and add to write as batch per-job) - also other various micro-optim