133,344 Commits over 4,262 Days - 1.30cph!

11 Months Ago
Setup look anim and spine anim
11 Months Ago
Setup tiger gait speeds
11 Months Ago
Add one-shot anims to animator
11 Months Ago
Create tiger skeleton assets (ragdoll not setup)
11 Months Ago
Incapacitate blindness tweaks
11 Months Ago
Restore incapacitate UI
11 Months Ago
Allow spawn.report command to pass true/false for detailed (to print off number of each prefab it spawns) and also pass a string filter (so you can return only ore populations)
11 Months Ago
Fix high tier loot spawning in loot containers as the server starts up - refresh all loot on the server when the era is changed
11 Months Ago
- Basic blockout for beehive
11 Months Ago
Spawn 50% of the sulfur nodes in primitive era
11 Months Ago
Add support for float weights for spawn populations Add support to give prefabs different weights based on the era of the server
11 Months Ago
update branch from prim
11 Months Ago
Fix view model spamming errors
11 Months Ago
Hook tiger model to prefab
11 Months Ago
Horse server optims, throttled auto avoidance Added convars to throttle the ground normal update too, so we can fine tune it Minor client optims
11 Months Ago
Rename and move tiger protection asset
11 Months Ago
Set up crocodile required gameplay assets
11 Months Ago
Use FastDebugDraw to draw debugging information of IndirectInstancing
11 Months Ago
Merge from /fast_debug_draw
11 Months Ago
Merge from /main
11 Months Ago
First iteration of the FastDebugDraw component, shader and material
11 Months Ago
Collect debug information about whether the color supplied by RendererBatch matches the color in the material property block
11 Months Ago
Restructure handling of debug code in IndirectInstancingCamera
11 Months Ago
Indirect Instancing: Initial support for material propery blocks (only _Color so far)
11 Months Ago
- Media Cloth
11 Months Ago
Fix shader compilation issue in Particles/Pixel Lit 6-Point shader
11 Months Ago
Submitting tiger rig fbx with fur LODs
11 Months Ago
Fix compilation error in StandardLayers.cginc
11 Months Ago
Renname ConVar.Batching.renderers → ConVar.Batching.enabled
11 Months Ago
Fix pass by reference in IndirectInstancingRenderer
11 Months Ago
Refresh RendererLOD, MeshLOD and MeshCull individually to reduce side effects
11 Months Ago
Set battering ram seat to mobile, changed dismount hold type
11 Months Ago
Merge from main
11 Months Ago
Improve and clarify Add() and Remove() handling in RendererBatch
11 Months Ago
Implement GetActiveComponent() to avoid processing disabled components when refreshing LODs
11 Months Ago
Merge from main
11 Months Ago
Merge from main
11 Months Ago
Pass instancing handle by reference to ensure it's always up to date
11 Months Ago
Rename LODCell.Timestamp → LastRefreshTimestamp
11 Months Ago
Pass instancing handle by reference to ensure it's always up-to-date
11 Months Ago
Make LODComponent's Hide() and Show() public
11 Months Ago
- Greatly improved the smoothness of swapping between states during reload - Fixed flip that was happening mid way through - Cleared up a lot of the artifacting
11 Months Ago
Delete unused tiger static mesh
11 Months Ago
Merge from wip_quality_size
11 Months Ago
Missed files
11 Months Ago
Finished off quallity based slots, fixing some bugs and refactoring.
11 Months Ago
Update manifest
11 Months Ago
Make LODComponent's Hide() and Show() public
11 Months Ago
Generate root motion data for existing anims
11 Months Ago
Setup tiger required gameplay assets (it has the wolf mesh for now while I wait for the new tiger mesh)