136,178 Commits over 4,293 Days - 1.32cph!

10 Months Ago
merge from cocoknight_armour gloves conditionals
10 Months Ago
fixed missing hands on cocoknight gloves
10 Months Ago
MacOS Test: Added back support for a single spatially aware env volume for forward rendered objects
10 Months Ago
renamed cocoknight arms to gloves, changed occupation so they swap out other gloves, - currently they have no hands so that needs fixing
10 Months Ago
Added conditional mesh component to arms armor
10 Months Ago
Try to orient the starting trail towards the player
10 Months Ago
bug fixes for 3p player rope climbing anims appearing stretched
10 Months Ago
merge from wood armour gloves
10 Months Ago
Fixed an issue with exporting default normal maps from the rust workshop
10 Months Ago
turned srgb off cocoknight ao
10 Months Ago
Merge from jungle_update
10 Months Ago
Fixed a potential scale issue
10 Months Ago
merge from cocoknight branch
10 Months Ago
added floor half shelves and shallow wall shelf prefab placeholders
10 Months Ago
Hunter vision boost baseline Animals leave a trail behind them that players can see when the buff is active
10 Months Ago
Clean up some invokes
10 Months Ago
Merge from deferred_indirect_lighting_occlusion_fix
10 Months Ago
Merge from jungle_update
Rin
10 Months Ago
Fixed Snake Venom worldmodel collider
10 Months Ago
Bump all dart velocities after feedback I nerfed them too hard
10 Months Ago
merge from jungle_dlc (items still WIP)
10 Months Ago
merge from jungle
10 Months Ago
Merge from jungle_update
10 Months Ago
Adjust vine tree grid distance 35 -> 30 Dithering 12 -> 12 Aiming for more long chains of vines Flattened out arrival angle of mountable
10 Months Ago
More blowpipe vm tweaks
10 Months Ago
Only apply the disableLerps option on the viewmodel when transitioning between ironsight states, still allow animation when fully not aiming or fully aiming
10 Months Ago
Instead of shooting the vine to make it swing back, can now shoot the tree where the vine is currently resting
10 Months Ago
vine_3d_renderer -> jungle_update (3rd time lucky)
10 Months Ago
compile error
10 Months Ago
vine_3d_renderer -> jungle_update
10 Months Ago
UV support
10 Months Ago
vine_3d_renderer -> jungle_update
10 Months Ago
Massive performance boost: Reduce vine ms usage by 50%. Only run coroutine spring lerps on use, snap to position on init> Additionally: Only run spring lerps if end point or hang point are different to what they should be
10 Months Ago
Reduced vine travel speed by 25%
10 Months Ago
Force vine visual to stay on 2d rendering only
10 Months Ago
Improved rotation snapping when starting a vine wing
10 Months Ago
Passed intial performance tests: disabling tube rendering until art is done
10 Months Ago
Fix LOD flickering issue again
10 Months Ago
Fixed bug causing invisible lines on swing. Preload both tube and line renderers, so on swapping they can quickly move over and draw the vine properly
10 Months Ago
Increased the spacing of the vine launch points, should help vines overlap less
10 Months Ago
Switch sprays to Decal/Deferred Decal
10 Months Ago
Trying to fix an invisible on swing bug
10 Months Ago
Profiling Better LOD values
10 Months Ago
Fixed descend option not working when more than one vine is overlapping
10 Months Ago
Fix LOD spamming on and off depending on player look direction. Fix LOD not respecting the OnShow mountable code
10 Months Ago
Update emoji with transparency
10 Months Ago
NRE fix
10 Months Ago
Add test ladder/rope ladder to vine playground
10 Months Ago
Setup new VineLOD script. Swap the physics ropes render mode on lod state change
10 Months Ago
Setup LOD system with new tube and line renderers. Show 3d tube vine up to 20 m then swap to line renderer, eventually culling.