255,264 Commits over 3,990 Days - 2.67cph!

40 Days Ago
Rewrite undo for Mutli Edit
40 Days Ago
4ShotMiniCrossbow -> primitive
40 Days Ago
Update: DemoServer - implement fixed step playback - Should keep demo stream consumption stable Right now we're streaming too much data(at 30hz with ~200hz editor sim), which trips up a number of violation checks. Going to try tweaking the number to see if it helps with reproducable results. Tests: played the demo twice - the step count was the same, but the result numbers were different.
40 Days Ago
Added different animation curve for reload rotation
40 Days Ago
Merge from main
40 Days Ago
- manifest - smoothed out the barrel rotation code
40 Days Ago
Merge from weaponrack_backpack_slot
40 Days Ago
Set to primitive era
40 Days Ago
Scene testing dynamic action graph properties
40 Days Ago
Add scorch to explosions Reduced shell bounce sound range significantly
40 Days Ago
Setup weapon rack configs for all shields
40 Days Ago
- Redone arrowhead display system to be closer to regular crossbow - Use hashset to store enabled arrow heads - Move scope attachment point closer to front of barrel to move fov area forward - Increased default fov
40 Days Ago
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40 Days Ago
Fixed BallistaGun NRE
40 Days Ago
40 Days Ago
Upgrade to Steamworks 1.61 WIP due to server list crashing for some reason Manually marshal server list filters to fix crashing Add SteamTimeline Merge branch 'steamworks161'
40 Days Ago
Can now place equipped back slot items on weapon racks if you're not actively holding a weapon/item (that will take placement priority instead) Backpack weapon rack configs.
40 Days Ago
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40 Days Ago
Restored old horses behaviour to be like on release
40 Days Ago
Add sbdm.maxdecals Throw assert if calling GetAmmoCount with null AmmoResource
40 Days Ago
remove deploy animation loop time
40 Days Ago
Hide battering ram head item
40 Days Ago
- Only allow holo and simple sight to be added to mini crossbow
40 Days Ago
Add IGameObjectDestroy scene event Started on #1773 Dynamic properties API tweaks Dynamic properties tests Basic get / set node
40 Days Ago
WorldModel/BaseCarryable doesn't define/implement backpack feature, instead send events on creation/destruction of WorldModel Add WeaponPlayerAttachment, can either attach a prefab (that'll get spawned) or a referenced GameObject in WorldModel's hierarchy Don't need these
40 Days Ago
Blowpipe reload update and view model camera pass
40 Days Ago
Lunar new year mask added. - set up prefabs - added materials - added model - added textures
40 Days Ago
Add ParticlePhysics test
40 Days Ago
Disable bradley & cargo ship
40 Days Ago
Also block the train tunnel entrances that spawn outside of monuments
40 Days Ago
Prevented shoot sound from firing twice
40 Days Ago
- Fixed bone arrow being used instead of fire arrow in viewmodel - Fixed strings wiggling back and forth
40 Days Ago
Fix network thread choking itself out if no network system
40 Days Ago
ProceduralMapTesting updates
40 Days Ago
merge from main -> primitive
40 Days Ago
merge from main -> primitive_gm
40 Days Ago
Commit reserialized wellipet .meta files
40 Days Ago
- Ballista missing Metal smooth map fix
40 Days Ago
merge from primitive -> aux2
40 Days Ago
merge from main -> primitive
40 Days Ago
merge from build_il2cpp_command_line -> main
40 Days Ago
Add support for build server to configure whether it wants to use master vs release IL2CPP builds
40 Days Ago
Added frustum culling for environment volume rendering. Added a better way to get the active environment volumes for rendering. Added support for the environment volume center and offset when rendering.
40 Days Ago
wip backpack/shield slot support
40 Days Ago
Remove DebugOverlay.Sphere in PlayerController Add OnParticleDestroyed to ParticleController
40 Days Ago
merge from primitive_gm -> primitive
40 Days Ago
Prevent scientists moving too close to player when seeking cover
40 Days Ago
S2P monuments with train tunnel entrances
40 Days Ago
Aa some movement tests to quickscene Tweak player movement
40 Days Ago
Use ComponentUndoScope for pasting values it's slower but more readable