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133,121 Commits over 4,293 Days - 1.29cph!

6 Years Ago
Layer edits
6 Years Ago
Convert Vehicle Movement layer into a new Vehicles_Detailed layer that will only detect players, bullets. This will break existing vehicles until they're updated.
6 Years Ago
Remove linq in TriggerHurtNotChild
6 Years Ago
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6 Years Ago
Added an editor only PrintContents context menu option to TriggerBase TriggerPlayerForce now uses a pooled list instead of Linq
6 Years Ago
Update layer defines etc re WorldCollisionOnly layer
6 Years Ago
New WorldCollisionOnly layer replaces Reflections layer. Layer collision matrix updated
6 Years Ago
Remove all usages of Reflection layer, freeing it up
6 Years Ago
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skin approval
6 Years Ago
Fucking around some more
6 Years Ago
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6 Years Ago
[D11] Fix for: Plugin 'Assets/Plugins/FLZMA2/flzma2.dll' has the same filename as Assembly Definition File 'Assets/Plugins/FLZMA2/flzma2.asmdef'. Rename the assemblies to avoid hard to diagnose issues and crashes.
6 Years Ago
Rescaled Stag textures from 4k>2k (oops) Added Stag fuzz mask
6 Years Ago
Added PositionLerp.Snapshot method without serverTime (can be used to inject fake positions on the client before any server positions have been received)
6 Years Ago
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6 Years Ago
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6 Years Ago
Added InvokeHandlerFixedTime (uses Time.fixedTime instead of Time.time) Added PositionTickFixedTime override to BaseEntity (sends network update right after FixedUpdate if true)
6 Years Ago
Update comment only
6 Years Ago
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6 Years Ago
Stag Fur setup
6 Years Ago
Bear fur doesn't cast shadows Bear fur material tweaks
6 Years Ago
Added interpolation inertia (start with 0 interpolation delay for immediate movement with no delay, then ramp it up over the inertia time)
6 Years Ago
Decrease fuel tank module from 500L to 200L
6 Years Ago
updated menu backgrounds
6 Years Ago
Call RemoveFromTriggers when the player dies/respawns on the client
6 Years Ago
Potentially fixed player getting stuck in the TriggerPlayerForce volume when mounting/dismounting by manually removing them from the volume (probably caused player getting flung away when dismounting) Added ClientOnPlayerMountedSeat ClientOnPlayerDismountedSeat callbacks to BaseVehicle
6 Years Ago
Increased the width of mount hot spots on the cockpit modules
6 Years Ago
Added a swap seat sound def field to Mountables that will play instead of the mount sfx if a player is swapping seats to that mountable The dismount sfx will no longer play when swapping seats in the same vehicle
6 Years Ago
Remove a redundant every frame copy in LightLOD.UpdateAll
6 Years Ago
Added a new debugging.debugcamera_offset convar to manage offset in the debugcamera in a way that doesn't zero out the third person camera offset
6 Years Ago
More melee stuff. Manifest & scene backup.
6 Years Ago
Switch ImpostorRenderer to use a NativeArray instead of a C# one Use Shader.PropertyToID when setting shader properties
6 Years Ago
DebugUtil method now handles rotated wireframe cubes
6 Years Ago
HideIfOwnerIsFirstPerson will now enable meshes if a debug camera exists (fixes held entity meshes not rendering when switching to debug camera while in first person)
6 Years Ago
Add Model components to various tool entities so that skins are properly assigned to the third person mesh Fixed: salvaged icepick, longsword, rock, stone hatchet, stone pickaxe, explosive satchel, salvaged sword, hatchet, hammer and pickaxe
6 Years Ago
Include Vehicle Movement layer in spawn PlacementCheckMask and BoundsCheckMask, so that vehicles won't ever spawn together in the same spot
6 Years Ago
Don't check NeedsTimeout every cycle of the loop because it's a bit expensive
6 Years Ago
Correct - to +