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107,917 Commits over 3,867 Days - 1.16cph!

9 Days Ago
Fix mining quarry and pumpjack only showing their animation up to 100m away
9 Days Ago
halved twoing joint break strength
9 Days Ago
merge from main
9 Days Ago
Refactor: Further simple vehicle changes - Turned SimpleVehicleVisuals into a utility class instead. - Introduction of SimpleCarVisualsController to handle passing of appropriate settings into VehicleChassisVisuals. - Setup standard wheel update method. Retained old method of overrides.
9 Days Ago
Removed some logs in the DuplicateTimeline tool that printed every time the cinematic tool dropdown was opened LODStripper will now delete any objects with LOD1, LOD2, LOD3 or LOD4 in the name, even if they aren't assigned to a LOD group or RendererLOD
9 Days Ago
Merge: from remove_editor_update This shaves off another 5ms from editor update times on 6k world map Tests: built all modes in editor, tested debug rendering still works on craggy and loaded a 6k proc map and checked profiler
9 Days Ago
Merge: from main Tests: built all modes locally
9 Days Ago
fixed native memory leak in OceanSimulation (only a problem if you're restarting a server in-editor a lot)
9 Days Ago
Merge from ai_wolf_iteration
9 Days Ago
Fux compile errors
9 Days Ago
server compile fix
9 Days Ago
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9 Days Ago
Buildfix: Hide DDraw calls behind CLIENT Tests: checked all build modes
9 Days Ago
Update: DDrawAIDataPoints is an editor server var (instead of client) - Also fixed formatting and borked whitespace on one line This makes it a bit more consistent with how it's implemented (since ServerMgr executes the drawing). Tests: On craggy spawned junkpile_j, enabled the flag - debug rendering worked.
9 Days Ago
Adjusted battering ram and ballista mount positions
9 Days Ago
Optim: Reimplement AI-Cover/Move-Point debug drawing as a utility function instead of FixedUpdate - Also now requires both CLIENT+SERVER being active in the editor (as it's part of ServerMgr's FixedUpdate step) - Will reconcile the client cmd line arg but server logic in next CL This wins us 5.5ms on 6k procedural map in editor Tests: loaded a 6k procgen map on 1337 seed and checked the profiled. Tried enabling the debug flag, but it nukes the perf. Tested flag on craggy by spawning junkpile_j - saw the debug graphics.
9 Days Ago
SimpleVehicleVisuals server compile fix
9 Days Ago
Merge from ai_wolf_iteration
9 Days Ago
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9 Days Ago
Make wolf foundation jump more consistent
9 Days Ago
Added melee and ranged shield impact slots to player model and viewmodel animators
9 Days Ago
edited shield entity positions so the shields sit correctly in the hands
9 Days Ago
Can no longer sprint while blocking with a shield Fixed blocking flag not being applied on server
9 Days Ago
Battering ram player model IK setup, added placeholder steering wheel
9 Days Ago
Added ShieldBlocking state to hands layer (inside Idle_StateMachine)
9 Days Ago
Merge from cctv_shoot_disable -> main
9 Days Ago
merge from ghost_sheet_fixes
9 Days Ago
set bike and horse mountables to animate cloth in worldspace
9 Days Ago
added head/clavicle/neck to ignored bones on ghostsheet to help collision behaviour at some lookangles
9 Days Ago
Merge: from remove_treeentity_update This eliminates the many calls of TreeEntity.Update in editor play mode, saves ~16ms on 6k procgen map Tests: booted editor with swamp_a scene and shut down, booted into craggy then switched to swamp_a, added and moved trees to swamp_a, changed tree prefabs - all cases could see expected visuals.
9 Days Ago
Merge from main
9 Days Ago
Merge from gesturepack
9 Days Ago
Fixed hotbar 1-3 inputs not working while the RPS gesture isn't active Log cleanup
9 Days Ago
Tea items
9 Days Ago
Show different text on computer station when camera is disabled - "No Signal" = incorrect camera code or camera destroyed - "Weak Signal" = camera disabled
9 Days Ago
Using the ram consumes fuel Added RemoveFuel in IFuelSystem to allow removal of a specified amount of fuel in one go
9 Days Ago
Bugfix: TreeToolRenderer can render on editor start - Replaced sceneOpened with activeSceneChangedInEditMode, as former didn't react to boot process changing scenes Tests: closed editor and reopened, trees started to render
9 Days Ago
Merge from main
9 Days Ago
Merge: from main Tests: none (trivial merge)
9 Days Ago
Merge from corrupt_prefab_handling
9 Days Ago
Added "Tools/Find/Corrupt prefabs" to easily catch merge issues, scans entire project for prefabs that haven't been imported correctly Takes about 5s to scan whole project Catches kayak issue from earlier in the week and another UI prefab issue
9 Days Ago
reduced wind shader values on GhostSheet material
9 Days Ago
Added warming and cooling player modifiers, separately so that they can be combined. Added phrases. Metabolism coretemp now includes core temp adjustment from warming/cooling modifiers.
9 Days Ago
Merge from main
9 Days Ago
Parent merge
9 Days Ago
Prefab menu update
9 Days Ago
Add extra box collider to deployed camera too since it was only taking damage from the base stand of the camera
9 Days Ago
Disable deployed cameras from being disabled while shot
9 Days Ago
Add extra collider to static CCTV camera so it can be shot better - add static effect to the camera prefab itself
9 Days Ago
Disable static CCTV cameras in monuments when they take damage - default duration 5 minutes (convar `camera_disable_seconds`) - 95% static effect when disabled - can still hear audio when camera is disabled - static effect around camera when disabled