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128,029 Commits over 4,109 Days - 1.30cph!

6 Months Ago
Add `test_custom_vitals` command to test modding vitals works
6 Months Ago
Add code to create custom vitals when the CustomVitals RPC is sent to the client
6 Months Ago
Add CustomVital template to GameUI.Hud.Vitals.prefab
6 Months Ago
Added hopper socket to medieval box
6 Months Ago
Chef kiss gesture - animation + setup. Added icons for all 4 gestures.
6 Months Ago
Add protobuf for custom vitals message
6 Months Ago
Generate manifest
6 Months Ago
Add ClientModdingEntity to handle RPC for custom vitals
6 Months Ago
Fixed repair/pickup
6 Months Ago
Only let 1 item get added to the move queue at a time Add more checks to try and stop items getting moved to the container if they aren't going to fit (and getting bounced back)
6 Months Ago
Added debug.dropWorldItems, takes a number and an item shortname and drops all the items individually (eg. debug.dropworlditems 10 rifle.ak) Fixed hopper throwing an exception when more than 128 world items are in it's radius
6 Months Ago
+ BaseEntity.SyncVar (doesn't compile)
6 Months Ago
Added implicit conversion operators
6 Months Ago
Add correct list of allowed types
6 Months Ago
Proper client receive method
6 Months Ago
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6 Months Ago
main -> syncvars
6 Months Ago
Deployed beehive spawns particles as well should it have a nucleus and enough comb
6 Months Ago
Enable bee particles on the beehive if it has bees in it
6 Months Ago
Missing files
6 Months Ago
- Added some bee particles around a beehive - Killing a natural beehive makes a swarm
6 Months Ago
Update: ServerProfiler - vizualize process working set memory - using debug binaries for now(bc3e74cd) Need to add virtual set as well and test standalone servers(Win and Linux) Tests: in editor on craggy.
6 Months Ago
Directional item dropping. Throw items to the ground in the direction you drag the icons.
6 Months Ago
Improved server projectile trajectory prediction Folders
6 Months Ago
Bugfix: ProfilerExporter - filter out worker thread marks that are before the frame start It was originally correct, but in previous commit I simplified the code, thus breaking it. This restores it. Tests: none, as currently too many changes present in workspace - will test later
6 Months Ago
Door controller tests tweaks
6 Months Ago
Prefab test scenario system (very wip) - Allow us to create more complex tests that aren't practical to write entirely by code - Scenario prefabs placed in the correct folders are automatically added to the test list - Added scenario prefabs loading copy pasted bases and firing rockets at specific hand-placed points, checking that the health of every building block is correct
6 Months Ago
Pie world model visuals now match their view model versions: matching tin colour and correct toppers. Added WorldModelVisualConfig for applying FoodVisualConfigs to world model items.
6 Months Ago
Fixed pie tin tinting. Assigned placeholder tin colours for all pie VMs.
6 Months Ago
Better handling for backpacks, extract all items
6 Months Ago
Merge from hopper
6 Months Ago
Hoppers ignore backpacks (temporary fix, will get this working later)
6 Months Ago
base rig fbx, placeholder anims, animator, prefabs
6 Months Ago
Merge from menu_friends_list
6 Months Ago
- Swarm now checks its targets to make sure they are viable throughout the whole attack - Greatly optimised target selection and processing - Seperate out think and do
6 Months Ago
- Make the swarm damage you - Setup realmed removed
6 Months Ago
Abyss pack and page header rework
6 Months Ago
setup constractble entity for handcar, letting you deploy it onto rail and then construct it in-place like siege weapons
6 Months Ago
Added super crappy swarm particle effects (testing)
6 Months Ago
made handcar deployable, with a new socketmed_rail that requires it to be within a defined radius of a rail and aligns it to the spline
6 Months Ago
Food visual color tinting support via property block.
6 Months Ago
Improved stop distance check
6 Months Ago
Fix frontiersman pack not showing page
6 Months Ago
Refactored some FoodViewModel visual config code so I can use it for the world and 3p models going forwards. WIP tint code.
6 Months Ago
redesign store item
6 Months Ago
Swarm goes for eye height rather than body
6 Months Ago
- Fixed swarm base not animating correctly - Removed excess logs
6 Months Ago
Update: ServerProfiler - emit fake "Allocation" threads and duplicate allocation marks there - Also updated the whole buffer estimation to take into account these metadata marks - Added support for naming and sorting thread tracks Well, they do appear, but the thread_sort_index is ignored by perfetto(see https://github.com/google/perfetto/issues/555). Might finally bite the bullet and write a protobuf exporter, but afraid that it'll be more expensive to run and won't compress as well. Tests: exported a snapshot from editor
6 Months Ago
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6 Months Ago
Got basic steering behaviour compiling