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741 Commits over 365 Days - 0.08cph!

Yesterday
optim: merge modules, running a bunch of anim jobs seems stupid expensive
Yesterday
Disable built in IK on all rigs/controllers so they both don't run at the same time, some things like twist bones still run - we need to switch away from humanoid avatars to fix that.
Yesterday
Add .DisableClans to editor iteration speed options, it keeps on locking up the local db whenever I recompile
Yesterday
Move everything into IK animation jobs, batch player movement -> commit it all at the end of the cycle. Stagger graph updates.
Yesterday
Cache estimated velocity in position lerp
Yesterday
optim SetFloatFixed, it was always setting values even if they were the same when interpolating tiny values.
4 Days Ago
cache bounds, still kinda slow
5 Days Ago
Add flailing, turn down launch boost a bit, ignore swing collisions
5 Days Ago
Add a way for players to launch themselves from swings when dismounting, bump up swing acceleration by 20%
5 Days Ago
enable leg animator for continous turns
5 Days Ago
split look ik weight into horizontal/vertical to fix looking up neck issues, clean up
5 Days Ago
Fix turning still being active while moving, add head/spine limits to fix weird neck issues when aiming straight up + make turn in place more natural
5 Days Ago
fix turn anim blending, they were previously blending between all anims rather than just the closest two angles
5 Days Ago
Disable wielding items on swings/roundabout
6 Days Ago
Styling fixes for search/scrub/filtering
6 Days Ago
redo flat view, it was mostly unusable before
6 Days Ago
Add scrub slider similar to the one in frame debugger
6 Days Ago
skip automatic preview diffing when there are more than hundreds of textures to diff, it's super slow
6 Days Ago
Fix frame debugger capturing empty data and not capturing previews when there are a lot of events
6 Days Ago
fix trailing comma
9 Days Ago
Arm weight IK, needs more param tweaks
9 Days Ago
implement actual turn in place on the player animation controller with blend trees
10 Days Ago
update from main
10 Days Ago
Add an alternative frame debugger window that lets us save/load back captures, diff and create summaries .
10 Days Ago
merge from apartment_complex_monument
10 Days Ago
Fix collider parenting on roundabouts, s2p
10 Days Ago
Fix dismounts being too low into the ground on swings/roundabouts, re-run s2p
11 Days Ago
merge from roundabout
11 Days Ago
merge roundabout changes from monument complex
11 Days Ago
merge from roundabout
11 Days Ago
Implement swing/roundabout animations, cleanup, more manifest updates
11 Days Ago
update from apartment_monument_complex
11 Days Ago
Update manifest
11 Days Ago
merge functional roundabouts + swings
11 Days Ago
optimize, fix camera jitter on swings
11 Days Ago
Make roundabouts work with the new 2 part model, interpolate swing
11 Days Ago
implement swings
12 Days Ago
Make roundabout functional, rebuild manifest
13 Days Ago
merge from cannon_mortars_subsystems
13 Days Ago
Fix mortars getting stuck in firing loops in demos
16 Days Ago
update from main
17 Days Ago
Fix multiple meshes in one lod group not registering as individual meshes
17 Days Ago
Add bonerenderer baker + conversion components. Converts non-deforming skinned meshes to normal meshes and attaches them to transforms.
17 Days Ago
merge from optim_bonerenderer
17 Days Ago
push codegen
17 Days Ago
Add mesh.list_skinned to dump a csv of all active skinned meshes
19 Days Ago
Add monument type filters to SpawnFilter, add metal detector spawns to lake/canyons/oasis
20 Days Ago
Add PNG sequence/MP4/Prores demo exporter
20 Days Ago
Add linear/cubic spline camera math utils/jobs
20 Days Ago
Add demo controls UI