141,133 Commits over 4,383 Days - 1.34cph!

1 Year Ago
Applied same fix to double wood door, double armored door and factory door (not working atm)
1 Year Ago
Fixed doors and garage door gibs not being skinned
1 Year Ago
Merge from hackweek_reduce_copies_2
1 Year Ago
Merge from main again
1 Year Ago
Update protobuf code generator (added back ReadUInt64 overload for array/span)
1 Year Ago
Fix crocodile briefly sinking to waterbed just before exiting water, instead of smoothly transitioning from surface to land
1 Year Ago
Merge from main
1 Year Ago
Added con_bgalpha/border to blocked convars Fixed typo in Extra console dropdown Fix white-on-white text color for pressed-in DMenuOptions Minor cleanup Remove unused member variable from keyvalues class Fixed DTextEntry autocomplete clicks not functioning Try to prevent infinite loops when firing bullets from OnTakeDamage There was a weird behavior with it applying the first bullet's damage over and over again if using Entity.FireBullets from EntityTakeDamage Reveamp scoreboard player volume scroller thing So it's more obvious that you can scroll https://files.facepunch.com/rubat/2025/April07-1255-ValuableGemsbok.png
1 Year Ago
merge from io_networkcache
1 Year Ago
Updated kapok mesh and prefab Added swinging vine texture Created a viewmodel vine mesh
1 Year Ago
Update wolf night eyes effect
1 Year Ago
Re-enabled network cache on RF and RC entities, not needed anymore
1 Year Ago
Enable croc eyes shining in the dark
1 Year Ago
Fix tiger and panther eyes not shining at night (eyes parented to wrong bone)
1 Year Ago
Fix tiger and panther eyes not shining at night (eyes parented to wrong bone), previous commit didn't go through
1 Year Ago
Face towards player when re-appearing
1 Year Ago
Merge from jungle_update
1 Year Ago
Optim: use Burst to generate commands in GamePhysics.OverlapSpheres - It used to be there, but lost it during refactor Tests: unit tests
1 Year Ago
Clean: minor changes to GamePhysics - Renamed batch methods to be plural - Split GamePhysics.CheckSphere<T> to separate OverlapSpheres - added profiling scopes Tests: unit tests
1 Year Ago
Fixed vine renderers not spawning on proc gen
1 Year Ago
merge from high_walls_skins
1 Year Ago
Added a fallback error for ShowBlockedByEntityToast, used when GetBlockedByErrorFromEntity returns nothing
1 Year Ago
Merge from jungle_update
1 Year Ago
Obscure vision overlay improvements
1 Year Ago
Merge from blowpipe
1 Year Ago
Update: move RemoveTerrainMask to GamePhysics Tests: unit tests
1 Year Ago
Update: move GenerateCheckCapsuleQueries to GamePhyics and utilize Tests: ran unit tests
1 Year Ago
Update: split GamePhysics.CheckCapsule<T> - forbid CheckCapsule(batch) from returning ColliderHits - this is to better represent relationship to non-batched CheckCapsule Tests: unit tests
1 Year Ago
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1 Year Ago
Move the npc radius check after the filter radius check in the spawning flow, as it's cheaper if we early out at the filter stage
1 Year Ago
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1 Year Ago
Fix too few crocs and tigers, new spawning filter
1 Year Ago
Fix NRE set line renderer state (was causing fake physics ropes to break occasionally and not render)
1 Year Ago
- Fixed budgetted visuals not working when vine needs to move its end point to point in the destination (still not perfect) - Auto set rope length in SwingingRope instead
1 Year Ago
resized the jungle building skin textures to final rez - fixed floor.triangle missing its jungle skin script
1 Year Ago
Missed Snake Spoiled Meat Material file
1 Year Ago
Setup Snake Raw, Spoiled and Cooked Meat Updated Snake Raw Textures
1 Year Ago
Added ladder trigger volume to zigg water tank
1 Year Ago
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1 Year Ago
- Fake Physics rope can now manually have its update methods ran - Vines are now updated in budgeted update like before
1 Year Ago
More leap fixes
1 Year Ago
Update: adding GamePhysics.CheckCapsule(batch) Last factored out func - should be able to complete refactor shortly Tests: none, will integrate to tests next
1 Year Ago
lowered normal intensity on zigg exterior concrete layer to nominal value as stronger values make projected decals display incorrectly
1 Year Ago
Zigg scene, fixed the terrain alpha map - tweaked terrain splats (less gravel, more forest soil) - did some set dressing around the water tanks area
1 Year Ago
Leap animator fixes
1 Year Ago
Bugfix: fixing native allocation leaks in tests Tests: ran the tests with leak detections enabled
1 Year Ago
bear_rug_deploy -> main
1 Year Ago
Apply the same recent rug deployment improvements to the bear rug
1 Year Ago
Update: GamePhysics.CheckCapsule<T>(batch) internalized layermask handling There's room for optims, but not going to pursue them for now - will test later how the perf deteriorates with the new APIs. Tests: ran relevant unit tests
1 Year Ago
leap attack animator setup