155,856 Commits over 4,536 Days - 1.43cph!

2 Years Ago
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2 Years Ago
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2 Years Ago
Improved rain visuals immensely.
2 Years Ago
Merge from /naturetonetests: -Very mild ground_plants, mushroom, hemp and potato mat tweaks for color consistency & harmony. -Optimized wood piles -Adjusted some tree MIPs for a less blocky look from a distance.
2 Years Ago
Various minor ground foliage tone adjustments for constency/harmony. Optimized legacy wood pile textures.
2 Years Ago
radtown_npc_drivethrough -> world_update_2
2 Years Ago
Prevent log spam: 'Trying to set velocity on kinematic body' Send over spline interpolation speed to the client to ensure sound plays as normal when moving along a spline
2 Years Ago
radtown_npc_drivethrough -> world_update_2
2 Years Ago
Fixed client compile errors
2 Years Ago
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2 Years Ago
Travelling Vendor Radtown Drivethrough~ - Vendor now correctly follows a spline based path through Radtown upon entering - On leaving Vendor goes back to its normal duties - Added fake slowdown/speed up to spline transitions - Added bunch of properties to SimpleSplineTranslator - Fixed bugs causing it not to recognise the proper end of its currently traversing spline
2 Years Ago
Added offset to spline translations. Adjusted vendor ride height on splines to 6.5 units
2 Years Ago
Added methods to look ahead in spline translator. Lets us ignore inaccurate tangents and just manually look ahead to calculate proper forward. Override vendor steering after starting spline movement Only apply downforce and regular steering if not following a spline
2 Years Ago
Spline translator returns global position by default. Requires spline argument rather than spline data Travelling vendor sets up spline translator on first entry to radtown
2 Years Ago
Wrote a kid friendly spline translator that works with arc length. Can traverse world spline data at any fixed speed with support for looping.
2 Years Ago
Fixed tooltip characters briefly appearing as blocks when opening
2 Years Ago
Further ground foliage tone tweaks. Mip coverage tweaks on tree billboards to mitigate some of the blocky look.
2 Years Ago
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2 Years Ago
Changed a few occurrences of ToolTip text setters to use the new SetPhrase method when possible
2 Years Ago
Added a SetPhrase method for tooltips so they're acting similar to RustText Changing language or setting its phrase will now update its content
2 Years Ago
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2 Years Ago
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2 Years Ago
Wolves will not bother howling if their prey is unreachable
2 Years Ago
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2 Years Ago
Wolves will favour targeting players over other NPCs unless the other NPC is way closer
2 Years Ago
Cleaned up Phrases update code Added a button to rebuild engine.json without uploading to crowdin
2 Years Ago
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2 Years Ago
Trigger path and trigger path notify system Added trigger to entrance and exit to Radtown
2 Years Ago
t1 smg - intial viewmodel base rig and anim clips - animator - viewmodel, entity and item prefab - initial ironsight setup
2 Years Ago
Clean: remove obsolete logs from GeigerCounter Tests: none, trivial change
2 Years Ago
Fixed ocean water depth on map sometimes being misleading
2 Years Ago
Fixed Phrases update not catching everything as expected We were missing: - Phrases nested in struct collections - TokenizedPhrase It caught quite a lot of new strings, particularly tutorial texts
2 Years Ago
Update: Take marker telemetry every measurement - Also avoid activating markers during Setup/Shutdown - Also avoid trying to convert Undefined sampler type to "seconds" Without these changes perf telemetry was too coarse(1 total value for all measurements * iters) Tests: Ran it for existing bench tests
2 Years Ago
Remove FSM tags, exhaustive transitions turn out to be easier to debug and manage
2 Years Ago
Particle system changes Added: Set child control points from particle positions - set orientation Set control points from particle positions Set per child control point from particle position Remap Distance Between Two Control Points to Scalar - output is scalar of current value Remap Distance Between Two Control Points to CP Remap Percentage Between Two Control Points to Scalar Remap Percentage Between Two Control Points to Vector Set Control Point To Player - Use Eye Orientation Set CP Offset to CP Percentage Between Two Control Points Cull when crossing sphere Fix some compile warnings (Hammer) Ported even more particle operators from CS:GO C_OP_SetControlPointToImpactPoint C_OP_RemapSpeed C_OP_RemapCPtoVector C_OP_RemapBoundingVolumetoCP C_OP_RemapVelocityToVector C_OP_RemapCPVelocityToVector C_OP_RemapAverageScalarValuetoCP C_OP_RampScalarLinear C_OP_RampScalarSpline C_OP_RampScalarSplineSimple C_OP_RampScalarLinearSimple C_OP_NormalLock C_OP_SetControlPointRotation C_OP_SetCPOrientationToDirection C_OP_LerpVector C_OP_LerpScalar More csgo particle operators C_OP_RemapControlPointDirectionToVector C_OP_NormalizeVector C_OP_RotateVector C_OP_ClampScalar C_OP_ClampVector C_OP_InheritFromParentParticles New CS:GO particle initializers C_INIT_OffsetVectorToVector C_INIT_RemapSpeedToScalar C_INIT_NormalAlignToCP C_INIT_NormalOffset C_INIT_SequenceFromCP C_INIT_InheritFromParentParticles C_INIT_RemapInitialDirectionToCPToVector C_INIT_RemapInitialCPDirectionToRotation implement particlefield_rotation selector for PET
2 Years Ago
Added configurable SpawnFilterMode to PlaceCliffs, PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise
2 Years Ago
gibs and guides for frontier gates and walls
2 Years Ago
player update. added rifle stance walk anims to the neccessary weapon holdtype override controllers
2 Years Ago
player update. exported rifle stance walking anims
2 Years Ago
Bugfix: Don't record GC data from Warmup runs Fallout from my first patch Tests: ran new perf tests with warmup, observed no allocations being recorded(as expected)
2 Years Ago
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merge from LocomotivePushFix
2 Years Ago
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2 Years Ago
merge from nametags_random_colour
2 Years Ago
merge from wallpaper
2 Years Ago
Ensure vendor test scene spawns a radtown