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139,979 Commits over 4,505 Days - 1.29cph!

2 Years Ago
Made underwater checks more stringent on divesites
2 Years Ago
Redoing some deployables I lost to a crash
2 Years Ago
Added terrain wetness around rivers and lakes
2 Years Ago
renamed mushrooms.mat to mushrooms_red and added other colour variants. changed to metalness workflow and added slight transmission plus easily tintable in the detail map
2 Years Ago
transmission map
2 Years Ago
FSM UI now properly add new states at mouse location
2 Years Ago
burstcloth - fixed siblings applying too much force as they were being iterated twice in different directions (this was increasingly unstable with higher numbers of substeps and constraint iterations)
2 Years Ago
Fixed terrain wetness displaying in canyons
2 Years Ago
Fixed lakes not displaying on map Made the way water is displayed on map slightly nicer by taking distance to shore into account, not just depth
2 Years Ago
Deployables
2 Years Ago
Vendor Mismatched Fields -> Main
2 Years Ago
Merge: from main Tests: Build all modes
2 Years Ago
Fixed travelling vendor mismatched fields
2 Years Ago
Fixed rivers having the lake instead of river water body type set
2 Years Ago
Fixed rivers ending too soon when getting close to the ocean (regression from all the recent changes)
2 Years Ago
Fixed river splat sometimes going crazy where rivers flow into the ocean
2 Years Ago
Fixed harbors overlapping rivers
2 Years Ago
viewmodel burstcloth angular limit tweaks
2 Years Ago
merge from wallpaper
2 Years Ago
Updated all wallpaper mats to use MULX2 blend type on the detail layer (fixes missing normal and occlusion)
2 Years Ago
Support underwater effects in lakes
2 Years Ago
Add option to export code only FSMs to graphviz to help porting existing FSMs to the new UI
2 Years Ago
merge from wallpaper
2 Years Ago
restored viewmodel wallpaper renderer
2 Years Ago
Set all wallpaper skins unlocked by default for now so its easier to test on staging
2 Years Ago
Merge: from /main/pool_reduce_freeunsafe Tests: tested on feature branch with build tests
2 Years Ago
Update: Replace Pool.FreeUnsafe with Free No funcitonal change, just reducing work in the future. Also updated relevant binary. Tests: Build a win64 client locally and built all modes in editor.
2 Years Ago
Using mountain topology to reject monuments inside canyons as that is about the only one that will leave cliffs, decor and forests intact Changed monument spawn filters in world setup prefab
2 Years Ago
updated wallpaper view/ world model prefabs and vm rig with latest mesh
2 Years Ago
Skin setup Created wallpaper steam item and flagged the default wallpaper skins as unlocked by default
2 Years Ago
Added a setting to ItemSkin to let us flag a skin as unlocked by default
2 Years Ago
blowpipe viewmodel mesh for alex temp textures
2 Years Ago
Restored wallpaper.entity WallpaperModelRenderer components
2 Years Ago
Code cleanup, comments
2 Years Ago
Updated Wallpaper World Model FBX to fix flipped UV's on LOD 1 and 2 FIxed Wallpaper World Model FBX not having LODs Updated Wallpaper View Model and World Model to have correct names and data names FIxed Wallpaper World Model UV rotation error.
2 Years Ago
Merge: from main Tests: none
2 Years Ago
Fixed digital clock UI server fields mismatch
2 Years Ago
wip deployable scene item setup
2 Years Ago
Fixed WallpaperModelRenderer server fields mismatch
2 Years Ago
Updated Wallpaper Viewmodel and Worldmodel to the latest FBX
2 Years Ago
updated wallpaper entity with latest world model meshes
2 Years Ago
Finished weapon items scene setup
2 Years Ago
Fixed offset not being 1:1
2 Years Ago
First successful attempt at running right hand IK as part of the weapon aiming system without reparenting the weapon to a different bone Still not quite 100% accurate to the authored gun position Involved building a 2 bone IK pass into the aim pose system so that the IK pass has all of the information it needs to evaluate it's position
2 Years Ago
merge from reload_animation_timings
2 Years Ago
Merge from main
2 Years Ago
Merge main -> UWSkidoo
2 Years Ago
Fixed actual gameplay prefab for testing
2 Years Ago
Add [System.NonSerialized] to savedTrackSpeed
2 Years Ago
Fixed inertia tensor z becoming zero on bikes after sleep/wake cycle (+minor formatting fixes)