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121,135 Commits over 4,018 Days - 1.26cph!

41 Days Ago
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41 Days Ago
Reduced eye textures to 512
41 Days Ago
Player seed updates
41 Days Ago
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42 Days Ago
Changed the pickup/drop/impact sfx for the car radio item in line with other small metal items with a burlap worldmodel
42 Days Ago
Removed prefab references from hair sets for now (disabling hair)
42 Days Ago
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42 Days Ago
Updated player_temp_ragdoll with new player skeleton (fixes crash when killing scientists)
42 Days Ago
Ragdoll NRE fix
43 Days Ago
Bugfix: fix invalid index scrambling logic in tests Turns out the tests were borked and generated duplicate indices, which is not something that batch logic can handle. Tests: ran all unit tests
43 Days Ago
sunken knife prefab setup - now uses combat knife prefab duplicate, set up as steam item and set to spawn as skin of combat knife, added sounds to sound folder, rebuilt manifest and skins asset
43 Days Ago
Bugfix: avoid trampling results when scattering out physics query results - Also reduced size of temp allocations (they're still there, but it's the slow path anyway) This is not the bug spotted by tests, but it would bite us in the back anyway. Tests: none, as neither the demo nor tests cover this path (NYI)
43 Days Ago
Regenerate manifest to fix error about tiger.population already existing
43 Days Ago
Code gen
43 Days Ago
- Completely deterministic arc generation - Radius variable - Manually set projectile velocity (not the best idea)
43 Days Ago
clean up decal mesh collider
43 Days Ago
Eyelid skinning on more heads
43 Days Ago
Try bezier curves rather than fake physics and a dream
43 Days Ago
remove debug tex saving
43 Days Ago
mesh decal support in working order
43 Days Ago
Eyelid skinning on Male_G
43 Days Ago
Made eyelids children of eye bones
43 Days Ago
Better blink values
43 Days Ago
Don't change the eyelid position (they should be children of the eye bones and are set to 0,0,0 in the blink controller)
43 Days Ago
Changed game prefab to cinematic prefab for Rustige Egg G (Cerulean), using Rust/Standard and SSS shaders (basically replacing deferred normals for standard shaders) and 4K textures
43 Days Ago
cable gantry fixes, lods, collision and prefabs
43 Days Ago
Update: generate a sample grid for water tests & use WaterVisibilityTrigger This stress tests a rare execution path. It revealed a divergence between serial and batched - will fix next Tests: ran unit tests
43 Days Ago
Phrases update
43 Days Ago
Fixed construction collisions for al rustige eggs
43 Days Ago
Logic gates Codelock files Scene backup
43 Days Ago
Merge: from texttable_allocs - Layout improvements and NRE fix for 0 rows Tests: unit tests + running filtered status command to force 0 rows
43 Days Ago
Fix tiger population convar not working Make panthers spawn naturally in the jungle
43 Days Ago
Bugfix: fix serializing of empty tables - Added a test to check for it Tests: unit tests + ran status with a name filter to exlude myself - table and json printed correctly
43 Days Ago
Delete panther static mesh model Make panther a different prefab instead of a variant of the tiger Setup panther corpse and ragdoll Rebuild manifest
43 Days Ago
Clean: rename RowType -> ValueType Tests: ran all unit tests
43 Days Ago
Update: Don't pad last column Tests: ran unit tests
43 Days Ago
merge from Player_Seed_EyePositions
43 Days Ago
Move #pragma instructions from .cginc back to shader file to avoid confusing Unity.
43 Days Ago
updated backpack offsets for some weapons
43 Days Ago
Bugfix: Fix test table layout when there are not enough values compared to rows - Added new unit tests to cover abnormal cases Tests: ran unit tests
43 Days Ago
initial implementation of a grid-based hydraulic erosion system in the jobsystem - super fast - super wrong - needs a lot more parameter/constant tuning to get good results, but it's functioning
43 Days Ago
Fixed spelling of re'ceive on teas
43 Days Ago
Fixed right eye being flipped upside down