reporust_rebootcancel

110,114 Commits over 3,897 Days - 1.18cph!

3 Days Ago
Merge from main
3 Days Ago
Updated legacy shelter description
3 Days Ago
Show barrel and squeeze on the debug cam info panel
3 Days Ago
Merge from primitive
3 Days Ago
Merge from root_label_fix
3 Days Ago
Codegen
3 Days Ago
Merge from main
3 Days Ago
Editor.ForceLabel will now apply the label to the root gameobject even if a non-root object is provided This would have fixed several issues over the past week with StringPool not correctly generating all of the strings and throwing exceptions during builds
3 Days Ago
Allow players to pick up any sleeping bags/beds if they are in building auth, even if they are owned by other players
4 Days Ago
Remove graphics.quality
4 Days Ago
Added some placeholder quality level functions to TerrainTexturing so I can remove global quality level going forwards. Return no quality change for now. Need to figure out which quality settings will need to be monitored for change here still.
4 Days Ago
Deleted leg animator assemblies
4 Days Ago
Horse legs IK setup, still wip
4 Days Ago
Added Leg Animator
4 Days Ago
unarmed anim folder and anims (taken from v3 and will be updated with v4 exports but contain valuable clip meta)
4 Days Ago
Added closest fragment depth sampling for motion vectors sample and fixed history texture format
4 Days Ago
Modify sight checks to use bounding box top instead of bottom
4 Days Ago
Make bursts feel more natural
4 Days Ago
added mask to 3p shields animations so the prop bones are used and edited shields held postions/holster postions
4 Days Ago
Don't upload "breaking server rules" from the server either
4 Days Ago
Add option to report players for breaking server rules via the F7 menu - events will only be sent to game servers
4 Days Ago
First pass on making scientist aiming feel fairer
4 Days Ago
missing cleanup
4 Days Ago
changed carving/smoothing to use a flat-ended capsule (sphere where the carve starts but with a flat cap) and use a constant depth, oriented to the player's view when carved - makes carving feel more consistent at different carving sizes as you couldn't easily see how deep the carve would have been before
4 Days Ago
- Improved raise power - Adjusted angular drag
4 Days Ago
Ensured drawbridges can also be repaired again
4 Days Ago
▊▋▆▋▅: ▊▇▌▋▉ ▊▆▉▋▇ ▍▋▆▉▌ ▅▍▄██▊▇ ▄█▇ ▆▌▍▊▅▄▉▊::▅▊▍▅▄▊▇▌▅▄ ▇▆▄▊ ▅▉▄▋▋▋▇ ▉ ▆▆█▇▆▋▇▍▉ ▇▇▄▅▌, ▌▍▍▇▄▉█▆ ▋▆▆▊▋█▉▇▆▌ ▆▊█▊ ▋▊▇▊▉▆▉▍ ▌▄ ▉▇▊▅▌▇▊ ▌▄ ▍█▅▄▊▄▌(▇▆▄▉▋██▆ ▅▆▍█▍ ▆▋▌█ ▆▅▇▌▇▉▍▆█ ▉█▆▉▉▋▉▋) ▌▆▌▆▆: ▄▌█▍▉▇▅▌ ▌▆▊▋▌ ▉▊▍▍▊▅ ▇▇▌ ▄▍▉ ▊▆▌▆▇█ ▍▅ ▄▄▉██▍. ▊▄▉▋ ▆ ▉▌▋▅ ▍▋▌▉▋▍▍ - ▆▌█▇▍▄▇▊ █▋▊ ▊▋█▅▉ ▉▋▉.
4 Days Ago
merge from main - RC
4 Days Ago
jungle_ruins_b progress
4 Days Ago
Ensured siege tower can be repaired again
4 Days Ago
Added the base for the custom TAA post-process
4 Days Ago
siege_weapons -> primative
4 Days Ago
- Greatly improved the raise command on siege tower - Stopped draw bridges trying to reverse open
4 Days Ago
jungle_ruins_b first iteration layout added a proxy mesh for the croc to design around
4 Days Ago
- Fixed string equality offset bug in StringView - Double maximum MenuTip length, and truncate post-richtext filter - Removed debugging character from rich text filter.
4 Days Ago
...and EnforceShadowDistanceBounds
4 Days Ago
Fix NRE caused by new scientist missing a component that wolves have
4 Days Ago
Remove old shadow distance
4 Days Ago
▆█▊▍▄▌▆▌ ▉▌▇▆▆▇▋ ▋▅▅▄▌▋ ▉▄▆▊▄▌▍ █▌▉ ▅▋▅ ▌▆▊ █▄█▅▅▋▊▍, ▄▄▌▉▌▍█▅ ▌ █▋██▇ ▍▍▇ ▇▊ ▆▆█ ▄▉▉▄▋▄▉▋ ▉▋▇▆▊▄▄▇ ▊▌▄▄ ▌▋▄ ▋▆▅▅█▋ ▌▄▇▊▉▄▆ ▍▋▆█▉▅▍▍▅▅ ▊▍▍▍▋▋▆ ▅▉▆█ ▋▌▊▍▅▍▋ ▊▄▊▅▍ ▋▇▌▊▊▉
4 Days Ago
Bunch of texture streaming related setup/rework. Rewored AdjustTextureStreamingBudget() to take budget directly from convar. Added streaming budgets to presets. Fixed bug with preset editor and non-UI linked convars.
4 Days Ago
Spine IK groundwork Tweaked head IK leaning Moved the horse center of mass back to give that laggy ass feeling Start moving forward a lil bit after rotating in place
4 Days Ago
Remove new detail metallic map from decals to stop errors for now
4 Days Ago
reverting 108949 - caused compilation issues
4 Days Ago
▇▉▋▇▇ ▄▊▇█ ▊▌_▍▉█▌_▄▄▉▉▇█▇▅▆
4 Days Ago
Fixed DeferredMeshDecal NRE when spawning hex-a-gone tiles
4 Days Ago
Clean: further comments Tests: none, trivial change
4 Days Ago
Clean: fixed comments They got out of date from my initial experiments. Tests: none, trivial change
4 Days Ago
updated vm improvised/reinforced and wooden shields override controllers with the correct anims
4 Days Ago
Optim: reimplementing List.Compare extension via hash->sort approach - Only implemented for ref types for now, but can be extended to value-types as well - Has a limitation of requiring no duiplicates in queries lists - Dependent on the hash quality - we have a slow, quadratic path when a hash collision occurs - Measured performance - largest case (2048, 512) is an order faster than previous impl (0.75ms vs 12.5ms) Goal was to reduce the number of hash lookups from the original algorithm and to reduce it's quadratic nature. Tests: Ran the unit tests - all pass
4 Days Ago
Update: rewrote ListExtension test to soon-to-chan - Also added a perf test - Measured initial implementation's timings - (2048,512) takes 12.5ms on average I've been working on an optimization that requires me to use ref-types rather than value-types Tests: run the test in editor, all cases pass