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130,006 Commits over 4,140 Days - 1.31cph!

10 Months Ago
merge from ragdolling
10 Months Ago
Compile fix
10 Months Ago
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10 Months Ago
Kapok tree greybox and swinging vine greybox
10 Months Ago
Fixed a crash when adding/removing a lot of slacked points to a wire Fixed a wire length calculation when adding and removing a lot of points Native arrays allocation optim
10 Months Ago
Re-applied the PlayerAnimation animator changes from 107542
10 Months Ago
merge from siege_weapons (kept aux2 PlayerAnimation.controller from the shield branch)
10 Months Ago
Set battering ram wheels lod to dynamic
10 Months Ago
Switched siege tower detailed colliders to use the vehicle large layer Added construction component Added deploy volume to wooden ladders to exclude siege towers
10 Months Ago
Update: adding extra logging and sanity checking when exporting a profile snapshot For some reason one of frames from standalone gets borked - hoping this'll help track it down. Tests: exported craggy in editor
10 Months Ago
- Fixed issue causing effects to spawn inside siege tower - Removed left over mesh renderers - Renamed some colliders
10 Months Ago
Update: Gather GC.Collect activity into perf snapshot - Avoid thread id checks reaching to mono runtime to resolve it, as it's unsafe during GC.Collect Tests: did a 6k standalone perf snapshot, but didn't catch a collection event. Forced one in editor on 3rd frame, confirmed visible in perfetto.
10 Months Ago
Further changes to new siege tower model: - Setup 50%~ of the detail colliders - Fixed wheel orientation - Added catapult wheels to the tower
10 Months Ago
Added wallpaper analytics
10 Months Ago
- ▊▋█ ▇▇▍▉█ ▇▇ ▊▌▉ ▄▋▋▌▆█▌▍▇ ▇▄▅▌ ▍▆▊▍ - ▌█▇ █▅█▍▄ ▍▅▉▊▋▅▇▉ '▇▇▍▅▋▅▇█▆▇▇█▆█' ▍▇▌ '█▉▅█▅▌▇▋▌▇▇▇▇▉▆▋▊▉▊▆' █▅ ▋▅▍▅▋▅▉▌ █▅▅▌▇▉▅ ▄▆█▊-▇▌-▋▍▅▌▌ ▄▋▉▍▇▄▇▆▋▄ - █▍▄ ▆▆▄ ▌▅ ▅▉▅▊▉ ▉▆▅▊ ▅▇▍▅ ▌▇▍▄▌ ▆▉▌▄▉▄▌▅▉ ▇▇▇▅ ▌▍▋ ▍▇▊▇▅ ▄▊▅█ ▆▍▌▌ ▊▊▅▅█ ▋▇▇▄▍ ▅▌▇ ▍▍ ▌ ▆▍█▍▇▌▍▆ ▋▊▅▌▋ (▊▆▅▍▇▍ ▋▆ ▆▋▄▊█▌▇▉█▋ ▄▋ ▇▅▆█ ▌ █▌▊▌█) - ▋▉█▊█▋▍▍ ▄▄▆▉▄▆█ ▇▍▍▉▋▆▌▅ ▄█▉▄▊▅ ▌▅▄▇▌▍█▅▋ █▊▊▉▊▄ ▉▋▄▄ ▄▉▉ -> ▌▅▅ - ▅▌█▇▆▍▊▆ ▋▆▌▅▅ ▆▆▍▅ ▅▉▌▅▊ ▆▄▉▊ █▄▊▉ ▇.▇▍ -> ▆.▊▅
10 Months Ago
Moed ladders to be compatable with new siege tower model
10 Months Ago
Fixed disabled quantity text for repair bench ingredients when the quantity is 1
10 Months Ago
main -> vines
10 Months Ago
Fixed research table lootpanel showing incorrect phrase for broken items Also fixed truncated texts in some languages
10 Months Ago
Cutting the power of a broadcasting RF broadcaster will now stop its signal
10 Months Ago
added playground.sculptures test scene with its own filestorage db to store the sculpture data
10 Months Ago
server handles decoding saved sculptures from disk properly
10 Months Ago
merge from main
10 Months Ago
Battering ram NRE fix
10 Months Ago
made server file storage a convar - default behaviour retained
10 Months Ago
Added ballista MountPose blend tree Player model now walks left and right when steering the ballista
10 Months Ago
Set some initial placeholder preset values for all four presets (mostly just to stop it crashing)
10 Months Ago
Update: export Allocs as process-wide events This puts them on a separate track, making it easier to spot them. Tests: checked craggy snapshot in perfetto
10 Months Ago
Clean: removing some unnecessary sanitization logic One of recent updates now guarantees storage is enough to house all snapshot data Tests: loaded craggy snapshot in perfetto - no missing names/allocs, no asserts
10 Months Ago
Added all new options to preset list
10 Months Ago
Update: export Alloc events to json snapshot They get a bit lost in the sea of all other instantaneous events, so will need to somehow improve this Tests: loaded craggy snapshot in perfetto
10 Months Ago
Fixed catapult reloading progress bar staying on screen
10 Months Ago
Update: record GC alloc events in the snapshot Currently don't emit them in the json, but that'll be the next thing Tests: took a perf snapshot on craggy
10 Months Ago
added playground.sculputres.sav TestSave - grid of some differently carved sculptures for material testing
10 Months Ago
merge from ai_wolf_iteration
10 Months Ago
Fix fire not scaring wolves when the player is standing on top of a tall object They will now approach very slowly, flee as soon as the player swings their torch, and flee after jumping if fire is still lit Cancel wolf jump when player goes down the tall object before the wolf arrives
10 Months Ago
merge from main
10 Months Ago
Preset hookup test
10 Months Ago
Merge from main
10 Months Ago
merge from main
10 Months Ago
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10 Months Ago
merge from frankenstein_shelterraid_fix
10 Months Ago
merge from gesture_menu_nre_fix
10 Months Ago
merge from rps_disconnect_fix
10 Months Ago
merge from gesturepack
10 Months Ago
merge from ai_wolf_iteration
10 Months Ago
Smoke grenade mat to match the ammo icon.
10 Months Ago
Progress
10 Months Ago
Smoke grenade improvements.
10 Months Ago
Add metallic map to detail layer on standard shaders