197,427 Commits over 4,110 Days - 2.00cph!

3 Months Ago
Fix NRE set line renderer state (was causing fake physics ropes to break occasionally and not render)
3 Months Ago
- Fixed budgetted visuals not working when vine needs to move its end point to point in the destination (still not perfect) - Auto set rope length in SwingingRope instead
3 Months Ago
resized the jungle building skin textures to final rez - fixed floor.triangle missing its jungle skin script
3 Months Ago
Missed Snake Spoiled Meat Material file
3 Months Ago
Setup Snake Raw, Spoiled and Cooked Meat Updated Snake Raw Textures
3 Months Ago
Added ladder trigger volume to zigg water tank
3 Months Ago
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3 Months Ago
- Fake Physics rope can now manually have its update methods ran - Vines are now updated in budgeted update like before
3 Months Ago
More leap fixes
3 Months Ago
Update: adding GamePhysics.CheckCapsule(batch) Last factored out func - should be able to complete refactor shortly Tests: none, will integrate to tests next
3 Months Ago
lowered normal intensity on zigg exterior concrete layer to nominal value as stronger values make projected decals display incorrectly
3 Months Ago
Zigg scene, fixed the terrain alpha map - tweaked terrain splats (less gravel, more forest soil) - did some set dressing around the water tanks area
3 Months Ago
Leap animator fixes
3 Months Ago
Bugfix: fixing native allocation leaks in tests Tests: ran the tests with leak detections enabled
3 Months Ago
bear_rug_deploy -> main
3 Months Ago
Apply the same recent rug deployment improvements to the bear rug
3 Months Ago
Update: GamePhysics.CheckCapsule<T>(batch) internalized layermask handling There's room for optims, but not going to pursue them for now - will test later how the perf deteriorates with the new APIs. Tests: ran relevant unit tests
3 Months Ago
leap attack animator setup
3 Months Ago
Added final COL and LODs for big zigg
3 Months Ago
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3 Months Ago
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3 Months Ago
merge from vines
3 Months Ago
jungle zigg tank large - tweaked materials to better mesh with the surrounding environment, added a decal for moss on top. Arranged folder structure
3 Months Ago
Hide condition bar on bag, bed and towel items (they can only be full HP, or broken in softcore)
3 Months Ago
Merge from blowpipe
3 Months Ago
Merge from turret_scaling
3 Months Ago
Merge from env_volume_performance_testing
3 Months Ago
Fix for sfx movement colliders on piper nigrum radial pieces
3 Months Ago
merge from toolgun_corpserepair_fix
3 Months Ago
Fixed garrys mod toolgun not being able to repair deployable corpses
3 Months Ago
Kapok tree update
3 Months Ago
Update: GamePhysics.CheckSphere(batch) now able to handle mask validation internally - Renamed GamePhysics.IgnoreCollision to MasksToValidate (prev name could be misleading and confusing) - undid sphere command building as that wasn't meshing well with MasksToValidate flow - Added UtrilityJobs.GatherJob<T> (will need to go through other code and clean up similar/same jobs) I still need to update GamePhysics.CheckCapsule, and replace inlined code with new versions Tests: all relevant unit tests
3 Months Ago
main -> bear_rug_deploy
3 Months Ago
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3 Months Ago
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3 Months Ago
merge from high_wall_skins
3 Months Ago
Added the SpatialEnvironmentVolumePass component to the camera
3 Months Ago
cherrypicking 118513 118514 118515 118546 118516
3 Months Ago
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3 Months Ago
Merge from env_volume_performance_testing
3 Months Ago
Added back spatially aware environment volumes, but made them optional via the SpatiallyAware volume type flag
3 Months Ago
Clean: simplify NativeList.CopyFrom<T>(ReadOnly) Tests: none, trivial change
3 Months Ago
client_projectile_improvements_eyeclipping -> main
3 Months Ago
projectile_improvements_orientation -> main
3 Months Ago
WIP modifier scaling & autoturret using it for darts.
3 Months Ago
merge from groundwatch_nre_fix
3 Months Ago
Update: Rewrite GamePhysics.HandleIgnoreCollision(batch) to allow for explicit control of what exclusion volumes to check Tests: ran updated test
3 Months Ago
Fixed GroundWatch::LegacyRadiusCheck NRE again