192,281 Commits over 4,049 Days - 1.98cph!

6 Hours Ago
MacOS Test: Added back support for a single spatially aware env volume for forward rendered objects
6 Hours Ago
renamed cocoknight arms to gloves, changed occupation so they swap out other gloves, - currently they have no hands so that needs fixing
6 Hours Ago
Added conditional mesh component to arms armor
Today
Try to orient the starting trail towards the player
Today
bug fixes for 3p player rope climbing anims appearing stretched
Today
merge from wood armour gloves
Today
Fixed an issue with exporting default normal maps from the rust workshop
Today
turned srgb off cocoknight ao
Today
Merge from jungle_update
Today
Fixed a potential scale issue
Today
merge from cocoknight branch
Today
added floor half shelves and shallow wall shelf prefab placeholders
Today
Hunter vision boost baseline Animals leave a trail behind them that players can see when the buff is active
Today
Clean up some invokes
Today
Merge from deferred_indirect_lighting_occlusion_fix
Rin
Today
Fixed Snake Venom worldmodel collider
Today
Merge from jungle_update
Today
merge from jungle_update - inital DLC item
Today
Bump all dart velocities after feedback I nerfed them too hard
Today
merge from jungle_update
Today
merge from jungle_dlc (items still WIP)
Today
merge from jungle
Today
Merge from jungle_update
Today
Adjust vine tree grid distance 35 -> 30 Dithering 12 -> 12 Aiming for more long chains of vines Flattened out arrival angle of mountable
Today
More blowpipe vm tweaks
Today
Only apply the disableLerps option on the viewmodel when transitioning between ironsight states, still allow animation when fully not aiming or fully aiming
Today
Instead of shooting the vine to make it swing back, can now shoot the tree where the vine is currently resting
vine_3d_renderer -> jungle_update (3rd time lucky)
compile error
Today
Merge from jungle_update
vine_3d_renderer -> jungle_update
Today
Merge from main
UV support
vine_3d_renderer -> jungle_update
Massive performance boost: Reduce vine ms usage by 50%. Only run coroutine spring lerps on use, snap to position on init> Additionally: Only run spring lerps if end point or hang point are different to what they should be
Today
Reduced vine travel speed by 25%
Force vine visual to stay on 2d rendering only
Today
Improved rotation snapping when starting a vine wing
Passed intial performance tests: disabling tube rendering until art is done
Fix LOD flickering issue again
Fixed bug causing invisible lines on swing. Preload both tube and line renderers, so on swapping they can quickly move over and draw the vine properly
Today
Increased the spacing of the vine launch points, should help vines overlap less
Today
Switch sprays to Decal/Deferred Decal
Trying to fix an invisible on swing bug
Profiling Better LOD values
Today
Fixed descend option not working when more than one vine is overlapping
Fix LOD spamming on and off depending on player look direction. Fix LOD not respecting the OnShow mountable code
Today
Update emoji with transparency
Setup new VineLOD script. Swap the physics ropes render mode on lod state change