139,238 Commits over 4,474 Days - 1.30cph!

2 Years Ago
Fixed IO counter showing 1 by default instead of 0
2 Years Ago
merge from zipline_improvements
2 Years Ago
network++ save++
2 Years Ago
First pass of assembled jungle ruin kits. Removed old blockouts.
2 Years Ago
exported wip on DPV 3rd person animations
2 Years Ago
removed crocodile head mesh from HuntingTrophy_Large fbx. Added new mesh with Croc head mesh. Re-setup the huntingtrophy prefab with new mesh.
2 Years Ago
Fix compile error on Windows
2 Years Ago
merge from tincan_alarm
2 Years Ago
Block placement in NMS elevator shafts S2P
2 Years Ago
Block placement on Excavator belts and buckets S2P
2 Years Ago
Added a new BlockPlacement custom tag to force block-building regardless of any deploy exceptions the item may have
2 Years Ago
Fixed a whole bunch of potential crashes with NPCs in multiplayer when there are no players 3rd argument to NetworkIDValidated - ownerID64 Try to make Linux happy This should do it Compile warning fixes Fixed crash with trigger_weapon_strip Fixed faceposer breaking after 384 different flex names were loaded in a session Now there should be no limit, and it doesn't preallocate 384 pointers. Compile warning fixes & add some missing .h files to the solution Rework flex controller limit fix to hopefully not crash for that 1 server Restore ENT.PhysicsSolidMask but this time with less crashing
2 Years Ago
merge from shockbytetclodfix
2 Years Ago
Rework flex controller limit fix to hopefully not crash for that 1 server Restore ENT.PhysicsSolidMask but this time with less crashing
2 Years Ago
Update: Review Feedback - Part 3 Renaming FreeUnmanaged primary overload to FreeUnsafe to clearly indicate that it's an undesired API. Tests: built all targets
2 Years Ago
Tests: Review Feedback - Part 2 This covers basic scnearios of Pool usage. Tests: Ran the new unit tests - they pass.
2 Years Ago
include steer and pitch inputs to animation, changed client update to have packed vector of inputs
2 Years Ago
Boomerang Texture Update.
2 Years Ago
Added Boomerang world model and LODs. Updated Textures.
2 Years Ago
Style 02 setup/debug
2 Years Ago
fixed lod3 displaying incorrect material, set lod distances to the same as the other toolcupboards
2 Years Ago
Merge main
2 Years Ago
Flagged above ground tunnel entrance prevent-building volume as Tunnels
2 Years Ago
Added a new Tunnels ColliderInfo flag, so it can be used to ignore tunnels prevent-building volumes Flagged train_tunnel_nobuild volume as Tunnels Tin can alarm now deployable in tunnels
2 Years Ago
Moved both oilrigs MonumentInfo component to the prefab root gameobject so running S2P correctly adds the PreventBuildingMonumentTag component S2P
2 Years Ago
only inherit mount velocity on ragdoll
2 Years Ago
Fixes
2 Years Ago
New set of damage and destruction effects to be in line with the other choppers.
2 Years Ago
added road rejection to jutting cliffs
2 Years Ago
Have wolves only fall over on headshots
2 Years Ago
Added Note World Model Imported Note World Model Materials, Model, Textures Setup Note World Model Prefab, LODS and Colliders
2 Years Ago
wip/test changes
2 Years Ago
exported wolf run hit left and right animations
2 Years Ago
Elevator vehicle merge -> main
2 Years Ago
Increased elevator floor colliders Hopefully prevent clipping off elevators
2 Years Ago
extra jutting cliff prefab
2 Years Ago
Clean: Review Feedback - Part 1 - Make scopes explicit with brackets - Get rid of System namespace prefix (as we declare that we use System's names) - Renamed `deepFree` defaulted arg into `freeElements` - FreeUnmanaged(MemoryStream) no longer sets Position anymore - Commented the API Tests: Built C+S target (as it's trivial build-only changes)
2 Years Ago
Entity Leak Fix -> Main
2 Years Ago
set mount pose to sit _DPV on DPV deployed prefab
2 Years Ago
Check if refill container move is unsuccessful. Delete to avoid memory leaking
2 Years Ago
Update: Removing FreeDynamic from Pool Reimplemented the 2 cases where it's used to work without losing information about the type (so we can use Free instead). This also gets rids of unnecessary allocations. Tests: Built all targets. Tried to test runtime (2p multipalyer), got confirmation that the server initializes but nothing hits it. In next CL I'll push out a unit test for ServerMgr, since it looks to be possible.
2 Years Ago
re-enabling animation speeds for DPV
2 Years Ago
Added head.male.average
2 Years Ago
Ignore colliders excluding player movements when running auto crouch
2 Years Ago
merge from EntityLeakFix
2 Years Ago
merge from main
2 Years Ago
merge from codelock_playerprefs
2 Years Ago
merge from dome_collider_fixes
2 Years Ago
merge from industrial_adaptor_movement
2 Years Ago
merge from SBToolCupboard