201,253 Commits over 4,171 Days - 2.01cph!

5 Days Ago
Updated pilot pack store assets
5 Days Ago
Materials count on the steam inventory crafting modal is now client predicted
5 Days Ago
Chandelier - WIP textures, small mesh fixes
5 Days Ago
Commenting
5 Days Ago
Weaver setup: Takes sync attributes inside the method and wires them to the hoisted SyncVars in the BaseEntity class Inject proxy methods (getter and setter) Util method to try and find EntityComponentBase inheritence
5 Days Ago
Added new FOV slider to the canvas to modify Camera FOV. Setup min/max values respecting regular gameplay FOV bounds. Includes "Field of View" text overlaying the slider
5 Days Ago
Fix class layout build error
5 Days Ago
Fix class layout build error
5 Days Ago
merge from fogmethod1 (sky branch) - interior darkness fix - missing 2D cloud layer fix - underground fog transition fix - small tweaks
5 Days Ago
merge from main
5 Days Ago
WIP Implement offshore spawn point generation for ghost ships.
5 Days Ago
Update: refactor ServerUpdateParallel to only contain high-level calls This should improve profiling view by clearly delineating logic Tests: 2p session on craggy with UsePlayerUpdateJobs 2
5 Days Ago
Renamed script in line with scene rename
5 Days Ago
WearableNotifyTrophyMounted can take list of BurstCloth controllers to disable on trophy mounting
5 Days Ago
Setup the existing positonal marker square images in the centre of the canvas so they can be toggled on/off with a new button. Shortcutted with `U`. Some code cleanup & commenting
5 Days Ago
Merge from main
5 Days Ago
Set Read/Write and GPU instancing, fix issues with MeshCull, fix server build
5 Days Ago
fix server build
5 Days Ago
added dryfire ads anim, anim event & updated animator
5 Days Ago
Found another double rendering issue in MeshCull
5 Days Ago
Added the scene to SceneLoader so it appears in Editor scenes dropdown menu. Renamed scene to CharacterAnimationAndSkinViewer
5 Days Ago
BurstClolth VM pass, just disabling collision and enabling ResetBonesOnDisable
5 Days Ago
Merge from ambient_lighting_fixes
5 Days Ago
edited m15 admire animation so the gun is further away and gloves do not clip. Also removed the creepy finger animation from semipistol idle anim and turned anim compression off so the gun doesnt sway in the hand.
5 Days Ago
Fixed the indirect lighting issue with cameras that are rendered via script
5 Days Ago
Copied legacy script's Camera setup so ironsights ADS, screen shake and animation camera rotations work as expected
5 Days Ago
disable biome/atmosphere fog when in Underground environment, bring in black underground fog when in NoSunlight/TrainTunnels
5 Days Ago
better BC defaults, natural gravity and disabled collision
5 Days Ago
Merge from main
5 Days Ago
adjust weather profile ambient/reflection mults to not darken interiors as much
5 Days Ago
toggling BC with gesture beginning and ending on ViewModels when bone transform resetting is enabled on VM burstcloth controllers, this stops it flinging up in the at the end of a gesture when the VM moves 100 units upwards in a frame
5 Days Ago
Create getter and setter methods we can give to the weaver
5 Days Ago
Fixed rogue pixels in the bulb emissive texture
5 Days Ago
Update version.rc as well I forgot to press CTRL+S Update version.rc to fill more standard meta data Map compiler meta data Make prop water level changes actually work, and apply on clientside too Sign EXEs
5 Days Ago
String light bulbs are now combined together into a single mesh
5 Days Ago
Clean: mark with comments when each player cache is last updated Tests: none, trivial change
5 Days Ago
Make a public caller method to get around partial methods with access modifiers requiring an implementation
5 Days Ago
Pivot, lets do this the most cheaty way imaginable since I cant do two passes with source generator: CodeGen out some stub methods and emulate the SyncVar inside the EntityComponent Setup SyncComponent attribute so we can control it Wire up setting in a way that makes it believable to be a SyncVar
5 Days Ago
Update: remove CachedState.IsValid - it was misleading and unnecessary Reimplemented logic that used to rely it to instead rely on nullable values Tests: editor compiles
5 Days Ago
Update: move CachedStates growth to ServerUpdateParallel - also using zeroed memory to have sensible defaults for users that haven't yet being processed Makes it clearer that they are in sync with playerCache Tests: none, trivial change
5 Days Ago
prison update
5 Days Ago
security prison progress
5 Days Ago
Merge: from main Tests: editor compiles
5 Days Ago
Set GPU instancing on materials
5 Days Ago
Tweaked fairy light line mesh width to fix the weird line corners Removed some placeholder materials
5 Days Ago
Enable Read/Write for nature assets
5 Days Ago
merge from main
5 Days Ago
codegen phrase checks
5 Days Ago
updated the security spotlights lods
5 Days Ago
Fix camera position not updating when recentering map view