reporust_rebootcancel

107,912 Commits over 3,867 Days - 1.16cph!

7 Days Ago
Merge from ai_wolf_iteration
7 Days Ago
Fix wolf slowing down before jumping on foundation
7 Days Ago
BC: bone transforms and bone states reset with player teleports (including mount/dismounting) and also reset with extreme single-frame angle changes - stops cloth freaking out when you switch seats that are facing opposite directions (pedaltrike is the main offender) - exposed LastTeleportTime in BaseMovement for this
7 Days Ago
Fix for several item names when rendering unapproved skins.
7 Days Ago
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7 Days Ago
Remove "shh" sound from Shush gesture. Added asecondary "Shush Vocal" gesture which keeps the sound. Updated gesture assets with new icons.
7 Days Ago
Updated gesture icons
7 Days Ago
Merge from set-layer-tool
7 Days Ago
Removed logs
7 Days Ago
Work around to try and get battering ram wheels working. Still issues, now due to gimbal lock
7 Days Ago
Ballista client compile fixex
7 Days Ago
Finally got Battering Ram wheel movement working as it should. Increased update rate. Call visuals.UpdateTickStopped when client tick stops.
7 Days Ago
Setup for all weapon racks.
7 Days Ago
blend ambient between two scales over height (want ambient at cloud base to be darker, brighter at top)
7 Days Ago
Merge from main
7 Days Ago
Ballista reloading cleanup Restored ammo switching Some client anim fixes
7 Days Ago
fix material issues with PlayerCopyTool
7 Days Ago
Have wolf smoothly decelerate instead of stopping dead in its tracks
7 Days Ago
Update: Gamephysics now uses TryGetComponent instead of GetComponent - Same perf in standalone builds, better perf in editor builds (avoids string format alloc for null obj description) Tests: Rode a horse on craggy and check profiler to confirm GamePhysics routines were triggered
7 Days Ago
Fix wolf glitching out visually when jumping on foundation when the server frame-rate is low
7 Days Ago
Expose convar for wolf max per frame budget
7 Days Ago
Changed the ballista reloading to a hold R to reload system
7 Days Ago
Added steer angle calculation to load
7 Days Ago
- UpdateWheelVisualsSimple now uses correct delta - Battering ram forces a visuals update once to start
7 Days Ago
Update: Adding missing ChangeLOD profiling annotation Tests: loaded 6k world and found it in profile data
7 Days Ago
Update: Annotating all VehicleFixedUpdate calls - Replacing existing Profiler.BeginSample with TimeWarning - Moved some samplers around to build a nested flamegraph (consolidates vehicles in the profile) Tests: loaded 6k world and looked through the profiling info
7 Days Ago
Fixed clientside wheel turning for the battering ram. Just infer turn angle from wheel input and max steer angle.
7 Days Ago
merge from main/Halloween24
7 Days Ago
quick lerp on burstcloth length modifier, reduces jerky behaviour when changing between different modifiers
7 Days Ago
reduced length scaling on dracula cape when ducked and mounted to 0.9
7 Days Ago
merge from military_tunnels_nvg_outfits -> main
8 Days Ago
S2P military tunnels
8 Days Ago
Add NVG outfit loadout onto all scientist spawners so military tunnel scientists spawn with NVGs - only an appearance change: same health, loot & weapons as before
8 Days Ago
- Fixed client build issues - Added IClientComponent to Battering ram and BaseSiegeWeapon visuals - Allow instantForced to be called in SimpleVehicleVisuals - Remove Logs - Moved away from quaternions when applying wheel rotation (should help with bugs?)
8 Days Ago
Add loadout for NVG military scientist outfit
8 Days Ago
Add ability for loadouts to override only certain containers - replace the items worn without stripping all items in the inventory
8 Days Ago
Missed file
8 Days Ago
- Battering ram moved over to use chassis visuals via SimpleVehicleVisuals. - Added support for multiple steer and clamp angles to SimpleVehicleVisuals - Set up more logs - BatteringRamVisuals
8 Days Ago
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8 Days Ago
adjusted MaxOriginDelta values on cape burstcloth to match similar assets
8 Days Ago
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
8 Days Ago
Added fx effects to all of the battering rams wheels
8 Days Ago
merge from fix_quarry_animator_lod -> main
8 Days Ago
Apply same LOD change to deployable quarries (even though they aren't used in gameplay)
8 Days Ago
Updating hold types with new animations
8 Days Ago
replaced fully rigid linear constraint with a stiff spring and a small linear limit for it to play in - absorbs force spikes better, especially when a kinematic body is attached
8 Days Ago
horse walking, trotting, sprinting, and turning speeds modified by towing - currently flat modifier of 60 percent across the board
8 Days Ago
Merge from fix_quarry_animator_lod -> main
8 Days Ago
S2P quarries
8 Days Ago
S2P pumpjack monuments (trainyard, powerplant, water treatment)