129,717 Commits over 4,201 Days - 1.29cph!

7 Months Ago
More leap fixes
7 Months Ago
Update: adding GamePhysics.CheckCapsule(batch) Last factored out func - should be able to complete refactor shortly Tests: none, will integrate to tests next
7 Months Ago
lowered normal intensity on zigg exterior concrete layer to nominal value as stronger values make projected decals display incorrectly
7 Months 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
7 Months Ago
Leap animator fixes
7 Months Ago
Bugfix: fixing native allocation leaks in tests Tests: ran the tests with leak detections enabled
7 Months Ago
bear_rug_deploy -> main
7 Months Ago
Apply the same recent rug deployment improvements to the bear rug
7 Months 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
7 Months Ago
leap attack animator setup
7 Months Ago
Added final COL and LODs for big zigg
7 Months Ago
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7 Months Ago
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7 Months Ago
merge from vines
7 Months Ago
jungle zigg tank large - tweaked materials to better mesh with the surrounding environment, added a decal for moss on top. Arranged folder structure
7 Months Ago
Hide condition bar on bag, bed and towel items (they can only be full HP, or broken in softcore)
7 Months Ago
Merge from blowpipe
7 Months Ago
Merge from turret_scaling
7 Months Ago
Fix for sfx movement colliders on piper nigrum radial pieces
7 Months Ago
merge from toolgun_corpserepair_fix
7 Months Ago
Fixed garrys mod toolgun not being able to repair deployable corpses
7 Months Ago
Kapok tree update
7 Months Ago
Update: GamePhysics.CheckSphere(batch) now able to handle mask validation internally - Renamed GamePhysics.IgnoreCollision to MasksToValidate (prev name could be misleading and confusing) - undid sphere command building as that wasn't meshing well with MasksToValidate flow - Added UtrilityJobs.GatherJob<T> (will need to go through other code and clean up similar/same jobs) I still need to update GamePhysics.CheckCapsule, and replace inlined code with new versions Tests: all relevant unit tests
7 Months Ago
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7 Months Ago
main -> bear_rug_deploy
7 Months Ago
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7 Months Ago
merge from high_wall_skins
7 Months Ago
Added the SpatialEnvironmentVolumePass component to the camera
7 Months Ago
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7 Months Ago
Added back spatially aware environment volumes, but made them optional via the SpatiallyAware volume type flag
7 Months Ago
Clean: simplify NativeList.CopyFrom<T>(ReadOnly) Tests: none, trivial change
7 Months Ago
client_projectile_improvements_eyeclipping -> main
7 Months Ago
projectile_improvements_orientation -> main
7 Months Ago
WIP modifier scaling & autoturret using it for darts.
7 Months Ago
merge from groundwatch_nre_fix
7 Months Ago
Update: Rewrite GamePhysics.HandleIgnoreCollision(batch) to allow for explicit control of what exclusion volumes to check Tests: ran updated test
7 Months Ago
Fixed GroundWatch::LegacyRadiusCheck NRE again
7 Months Ago
merge from main
7 Months Ago
Merge from editoronly_ui_convar_warning
7 Months Ago
remove unused watermap array from job
7 Months Ago
switched initial map prepare job to IJobParallelForBatch to reduce locking with parallel writer (temp alloc list of indices and add to write as batch per-job) - also other various micro-optim
7 Months Ago
Update: adding GamePhysics.HandleIgnoreWater - comes with it's own consistency test Going to use those to try to refactor some of the existing code and hopefully shrink it Tests: ran new test
7 Months Ago
Tests: adding tests that generate various "HandleIgnoreCollision" scenarios - added TestHandleIgnoreTerrainConsistency Covers both TerrainCollisionTrigger and WaterVisibilityTrigger. Tests: ran the new unit test, checked that all paths all covered.
7 Months Ago
Merge from snakes
7 Months Ago
Optim: GamePhysics.HandleIgnoreTerrain - replace const seting managed loop with a Burst job Saves 0.1ms on 10k test Tests: ran unit test
7 Months Ago
Merge from wip_gameplay
7 Months Ago
merge from main
7 Months Ago
Optim: allocate smaller buffers for WaterCollision.GetIgnoreIndirect - Added a couple profiling scopes Tests: unit tests