139,027 Commits over 4,352 Days - 1.33cph!

12 Months Ago
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12 Months Ago
Bugfix: fix TestWaterInfosConsistency test using 0 sized bounds for WaterVolumes Noticed a bug while converting internal logic to burst job that wasn't picked up by test Tests: ran unit tests, now correctly detects an issue - will fix next.
12 Months Ago
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HV RL Explosion uses rocket-launcher-rocket-hv-explosion SFX.
12 Months Ago
Optim: replace couple internal managed loops with Burst jobs 1k perf test for GetWaterInfos - 2.45ms (vs previous 3.9ms) Tests: ran unit tests
12 Months Ago
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12 Months Ago
Files for deployment zone visualization.
12 Months Ago
Update: use GetIgnoreIndirect(vec3, float, ...) Further simplifies code and reduces the number of temp NativeArrays we need Tests: unit tests
12 Months Ago
merge from fix_spawnitem_ownership -> main
12 Months Ago
Fix item ownership not applying when using `spawnitem` command
12 Months Ago
Update: Use GetIgnoreIndirect(vec3, vec3, ...) to further simplify code As a bonus this avoids a bit of data repacking and NativeArray creation - there's more to come Tests: ran unit tests
12 Months Ago
merge from ownership_barrel_fix -> main
12 Months Ago
Fix item ownership not applying to items from barrels
12 Months Ago
Add a tip telling you what to do if you're attacked by bees
12 Months Ago
Apply "Make All Streamable" to 8294 textures
12 Months Ago
Add option "Make All Streamable" to texture optimisation tools based on Diogo's filter functions
12 Months Ago
Force texture mipmap streaming to be always on (experiment) and set the memory budget equal to available graphics memory.
12 Months Ago
Update: use WaterTestFromVolumesIndirect to simplify code This could be a small optimization, since we have to move less data around, but not focusing on that - just trying to reduce complexity. Tests: ran unit tests
12 Months Ago
Tests: TestWaterInfosConsistency now generates fake WaterVolumes Need this since I'm starting to modify the "volumes" path as well. Tests: ran the unit tests
12 Months Ago
wip/profiling
12 Months Ago
Rpg setup - added 3p anims - fixed issues with wrong rotation on exports (updated prop position during anims) - holdtype override updates - zero'd entity offsets, set to follow left prop - removed weapon root from mask on w_launcher anims
12 Months Ago
merge from ranking_change -> premium_servers
1 Year Ago
Fix tracking accumulating error
1 Year Ago
Update: replacing a bunch of GetWaterInfos internal BufferLists with NativeArrays Preparing to replace more of managed logic with burst jobs Tests: Ran unit tests
1 Year Ago
show hit notifications when your bee swarm damages someone
1 Year Ago
impact_details_variety -> main
1 Year Ago
Improved blunt wood decal
1 Year Ago
Promo item setup for linking a Discord account in game (need to fill in the item ID still!)
1 Year Ago
bee_owners -> main
1 Year Ago
Restore stomped code changes
1 Year Ago
Add failure transitions to croc to fix log spam
1 Year Ago
Fix croc diving under terrain
1 Year Ago
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1 Year Ago
Fix croc hitboxes being activated too early (needed to take into account pos interp delay) - previous commit didn't go through
1 Year Ago
Fix croc hitboxes being activated too early (needed to take into account pos interp delay)
1 Year Ago
Optim: replace height fetching with a burst job Tests: unit tests
1 Year Ago
exported crocodile back pedal, edited attack and intimdate animations
1 Year Ago
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1 Year Ago
Optim: replace initialization with with a burst job Tests: ran unit tests
1 Year Ago
renamed biro dart fbx -> incapacitate dart (i broke everything with this) updated already existing incapacitate dart prefab renamed materials for consistency
1 Year Ago
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1 Year Ago
Update: replace Spans with NativeArray in WaterLevel.GetWaterInfos Will allow to pursue using burst jobs internally. Tests: tests passed
1 Year Ago
jungle ruins s2p
1 Year Ago
jungle ruins lootspawns, replaced the last greybox volumes in scenes for matching art assets
1 Year Ago
renamed dart b -> scatter dart world model/lods