131,746 Commits over 4,232 Days - 1.30cph!

12 Months Ago
jungle_ruins_b first iteration layout added a proxy mesh for the croc to design around
12 Months Ago
- Fixed string equality offset bug in StringView - Double maximum MenuTip length, and truncate post-richtext filter - Removed debugging character from rich text filter.
12 Months Ago
...and EnforceShadowDistanceBounds
12 Months Ago
Fix NRE caused by new scientist missing a component that wolves have
12 Months Ago
Remove old shadow distance
12 Months Ago
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12 Months Ago
Bunch of texture streaming related setup/rework. Rewored AdjustTextureStreamingBudget() to take budget directly from convar. Added streaming budgets to presets. Fixed bug with preset editor and non-UI linked convars.
12 Months Ago
Spine IK groundwork Tweaked head IK leaning Moved the horse center of mass back to give that laggy ass feeling Start moving forward a lil bit after rotating in place
12 Months Ago
Remove new detail metallic map from decals to stop errors for now
12 Months Ago
reverting 108949 - caused compilation issues
12 Months Ago
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12 Months Ago
Fixed DeferredMeshDecal NRE when spawning hex-a-gone tiles
12 Months Ago
Clean: further comments Tests: none, trivial change
12 Months Ago
Clean: fixed comments They got out of date from my initial experiments. Tests: none, trivial change
12 Months Ago
updated vm improvised/reinforced and wooden shields override controllers with the correct anims
12 Months Ago
Optim: reimplementing List.Compare extension via hash->sort approach - Only implemented for ref types for now, but can be extended to value-types as well - Has a limitation of requiring no duiplicates in queries lists - Dependent on the hash quality - we have a slow, quadratic path when a hash collision occurs - Measured performance - largest case (2048, 512) is an order faster than previous impl (0.75ms vs 12.5ms) Goal was to reduce the number of hash lookups from the original algorithm and to reduce it's quadratic nature. Tests: Ran the unit tests - all pass
12 Months Ago
Update: rewrote ListExtension test to soon-to-chan - Also added a perf test - Measured initial implementation's timings - (2048,512) takes 12.5ms on average I've been working on an optimization that requires me to use ref-types rather than value-types Tests: run the test in editor, all cases pass
12 Months Ago
fixed backwards WriteOnly/ReadOnly attributes on job and changed bad naming that caused it
12 Months Ago
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12 Months Ago
Remove redundant allies vislog
12 Months Ago
Use convars directly in debug aiarena script when ppossible instead of running commands
12 Months Ago
Add vislog to confirm that fallback roam EQS works correctly
12 Months Ago
Combining back wheel of ballista base
12 Months Ago
ruin_a backup
12 Months Ago
merge from fix_swamp_water_reflection
12 Months Ago
prepatch phases, codegen and manifest
12 Months Ago
Fixed asset labels on all new shields, manifest
12 Months Ago
Only apply auto turret behaviour when actively bocking with the shield
12 Months Ago
Some protection value changes If an auto turret is aiming at a person using a shield, adjust the targeting to shoot at the shield Adjusted improvised shield collider
12 Months Ago
Update attack loops on reinforced shield
12 Months Ago
One more delete
12 Months Ago
Delete animator controllers for wooden, reinforced and improvised shields There are overrides setup for each shield viewmodel variant, we should be using those
12 Months Ago
Both head look system working in tandem: one for direction and one for point of interests (players, food, ...)
12 Months Ago
Horse proper headlook setup, disabled old headlook
12 Months Ago
Horse mountable blend tree tweaks
12 Months Ago
Adjust TOD scattering direction clamp to avoid normalising zero vector (stop NaNs)
12 Months Ago
Major wip: - Set up fractional reload - Setup fast reload values (purely wip and testing) - Setup Mini Crossbow script (sets shots left value) - Use shots left to blend anims
12 Months Ago
Shortened the transition between melee_atk_loop and melee_atk_end to fix the slight hold when going straight to block
12 Months Ago
Don't allow the shield to block while the held weapon is playing it's deploy animation
12 Months Ago
Rider galloping pose
12 Months Ago
updated triangle planter, fleshed out prefabs and now as a deployable scripts may need checking over
12 Months Ago
Merge from scrap_exchange_dynamic_pricing
12 Months Ago
Fixed the out of stock calculation not taking into account the new scrap multiplier
12 Months Ago
Merge from main
12 Months Ago
Fix disabled audio source warning when reconnecting in range of an active car radio
12 Months Ago
Ballista - player anims for up/down - added player anims to animator, set up blendtree with up/down animing to use up param - tweaked start position of lever on ballista anims - tweaked eye position & hand ik on entity
12 Months Ago
prefab progress
12 Months Ago
Merge from simple_upgrade
12 Months Ago
Can't upgrade after recent damage
12 Months Ago
Fixed missing animator param warning when reloading the ballista