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140,125 Commits over 4,536 Days - 1.29cph!

2 Years Ago
Further tightening of divesite terrain anchors
2 Years Ago
ProceduralMapEmpty up to date
2 Years Ago
Fixed TSAA / AO image effect issues when flying above canyons looking down (caused motion vector / depth / normal artifacts)
2 Years Ago
Fixed lake volume sides sometimes being visible under the terrain (only visible when admin flying)
2 Years Ago
Removed bluish tint from cliffs Tweaked hill cliff slope masks / removed cavity masking
2 Years Ago
Update: WaterDynamics.InstanceBatch implements IPooled Also removed a bit of dead code and unused functions. Tests: checked that rowboat still produces foam
2 Years Ago
merge from wallpaper
2 Years Ago
Minor fixes to viewmodel mesh Viewmodel gloves hide hands
2 Years Ago
Reverted spray can hitscan changes 102638 This was causing issues and will need a more robust fix
2 Years Ago
Increased divesite anchor count. Anchor radius and height
2 Years Ago
Reduced tiling of heavily patterned wallpapers to improve icon readability
2 Years Ago
world_update_2 -> legacy_woodpile_improvements
2 Years Ago
Updating RustNative (removed old lake logic, fixes issues at shallow ocean areas)
2 Years Ago
Update: PlayerReclaimEntry implements IPooled Tests: tested in local multiplayer in softcore mode
2 Years Ago
merge from main
2 Years Ago
Decor topology is now considered blocked for road and river generation Place river source object right after river generation, so it can be avoided by road and rail generation
2 Years Ago
Fixed issues related to DecorSwim and WaterCheck Added terrainHeight to WaterInfo since we already retrieve it, saves duplicate calls into TerrainHeightMap by callers Added GetWaterAndTerrainSurface (returns both) and GetWaterOrTerrainSurface (returns the max of them) to WaterLevel
2 Years Ago
Fixed wallpaper retro 2 diff texture guid mismatch just in case (the mat was pointing to an invalid asset on my machine)
2 Years Ago
corrected skin constraint update maths - added skin constraint gizmos
2 Years Ago
merged from fire_extinguisher
2 Years Ago
Selection history editor window now saves its history between sessions
2 Years Ago
Imported Standing Coat Hanger Textures and Models Added and Setup Standing Coat Hanger Prop Prefab Setup Standing Coat Hanger Material, Colliders and LODs
2 Years Ago
burst cloth - moved skin constraint updates to IJobParallelForTransform to stop mainthread waiting for previous jobs (even though we only need read-only access, it doesn't know that) - fixed retrieval of bone data for player preview case
2 Years Ago
merge from armored_window_collider_fix
2 Years Ago
fire_cabinet deployed gibs test - not to be merged
2 Years Ago
Update: ImpostorBatch implements IPooled Moved some code around and removed some always-true checks. Tests: during local game hit all new functions in the right order
2 Years Ago
player update. made unique compound bow deploy and fire anims to match viewmodel
2 Years Ago
Temporary Item setup for fire cabinet
2 Years Ago
Updated wallpaper icons and skin list. Repositioned wallpaper WM in icon scene.
2 Years Ago
Buoyancy fixes inside canyons
2 Years Ago
merge from main
2 Years Ago
Don't cull lake water if swamp topology exists Added forgiveness radius when creating the water culling mask to work around slight inaccuracies in the painted topologies (may have to dial this back in the future, so let's try and make the topologies as accurate as possible)
2 Years Ago
merge stability changes
2 Years Ago
Encoded water body type into shore vector w component, instead of just ocean mask Use ocean, lake and river topology to cull water (depending on the water type) TODO: Lakes need lakeside topology around their water volume (covering some of their beach, see Asana) TODO: Oceanside topology needs improving (will do next)
2 Years Ago
reduced max placement distance on DPV - ran socket rename
2 Years Ago
River flow improvements (follows a sin wave on flat terrain) River distance improvements (rivers keep a more reasonable distance from each other)
2 Years Ago
Burst compile the bone jobs
2 Years Ago
Small river width randomization fix
2 Years Ago
WIP clear held entity button, not working for some reason
2 Years Ago
Fixed pose window always saving data to ADS slot Exposed fields on weapons to declare which aim pose data to use Fixed component not working at runtime, can actually see poses in gameplay now
2 Years Ago
Fixed not being able to edit poses
2 Years Ago
Mask out aim poses on deploy
2 Years Ago
Show more fuel on the gauge for small amounts, since it won't often have big amounts in the 500-capacity tank
2 Years Ago
Tweaked values
2 Years Ago
Wrote a new stability system for the DPV
2 Years Ago
Blend out the aim pose while reloading, driven by a behaviour on the state machine rather than a curve on the animation clip import (so we can apply to everything) Update the upgrader script to apply these changes
2 Years Ago
Show a message if the player tries to mount in too-shallow water, instead of just blocking the mount interaction
2 Years Ago
Working Left Hand IK implementation
2 Years Ago
Fixed layer mask of summer DLC pools not picking up dropped items, fixes items not sinking as expected
2 Years Ago
Fixed BuildingPrivlidge.MenuDeauthorize_ShowIf NRE