reporust_rebootcancel

142,254 Commits over 4,413 Days - 1.34cph!

1 Year Ago
Clatter helmet PFX fixes and visual refresh: -Flame tone adjusted to be more in line with the new fires. -Improved heat shimmer, which had regressed. -Performance optimized: No longer relies on noise, less overdraw & LOD tweaks. -Cleaned a script from the prefab that was doing nothing.
1 Year Ago
Improved test results formatting Added WaitUntilWithTimeout yield instruction
1 Year Ago
Experimenting with updated protobuf codegen which doesn't copy data around as much
1 Year Ago
Expose changing damage of weapons & armor protection values Add ability to search entity & item names
2 Years Ago
bicycle skin, LOD setup and rear wheel split for future setup
2 Years Ago
IO switch tests
2 Years Ago
Added Time based fading (work in progress - includes updates to visualiser) Fixed some issues with distance fading Improved import - no longer reloads assets during import which is 2022.3 causes a warning
2 Years Ago
workers house latest wip
2 Years Ago
Added vending machine. Setup custom sell orders. Disabled colliders on client.
2 Years Ago
Added a low pass smoothing filter to steering as well as tweaking existing steer deadzone values. Outside of deadzone now ensures straight wheels
2 Years Ago
Fixed power passthrough set to 0 by default on empty outputs, to clarify when power is blocked and when power passes through
2 Years Ago
Added first IO acceptance tests for AND switch, OR switch, electrical branch and blocker
2 Years Ago
Added steering deadzone to avoid over corrections
2 Years Ago
merge from fix_eventrecord_pooling_error
2 Years Ago
Added RustTestFixture, which includes helpers to easily spawn and destroy entities Cleanup and naming
2 Years Ago
Added SetUp and TearDown methods executed before and after each test
2 Years Ago
Merge from main
2 Years Ago
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2 Years Ago
Cut/throat slit gesture
2 Years Ago
bicycle LOD0 skining and ik positrion adjustment
2 Years Ago
More memory optimisations - attempting to reduce the number of transforms/gameobjects/renderer components there are in the world by consolidating them into a single RendererLOD when possible eg. a RendererLOD has three child LODs all at 0,0,0 - this process caches the mesh and materials used at each LOD level and creates a new renderer/filter on the RendererLOD root and switches the mesh and materials when adjusting LODs. This allows us to delete the child transforms entirely. Process is entirely automatic and applied at runtime to all RendererLODs so no change to artist workflow. Some initial results: Launch site goes from 30,409 transforms to 21,131 Outpost goes from 11,850 -> 9,633 Harbor_1 goes from 17,233 -> 13,125 That's a total saving of over 15k transforms, renderers, filters just from three monuments!
2 Years Ago
Fixed manifest not being included, still not loading
2 Years Ago
Minor anim tweaks to middle finger + double middle finger gestures. Fixed ulna rotation not being applied
2 Years Ago
Basic sprint progress bar
2 Years Ago
Various pedal bike work
2 Years Ago
Double middle finger gesture
2 Years Ago
Hand IK rotation edit
2 Years Ago
Lerp the sprint pose change
2 Years Ago
New sprint mode pose for bicycle rider
2 Years Ago
Full manifest rebuild
2 Years Ago
New attempt - load all preprocessed prefabs into a dedicated client/server scene and include that in the build Created new FileSystem backend that is mostly working, builds are done via Builds/PreProcess/ menu
2 Years Ago
Middle finger gesture
2 Years Ago
Pedal bike setup bits and pieces
2 Years Ago
Greybox scene changes
2 Years Ago
More build cleanup, not much progress
2 Years Ago
Fix recoil properties not being modified
2 Years Ago
Expose recoil values for weapons Add `mod_ents` command to search for entity shortnames
2 Years Ago
Exposing more things & lots of cleanup + organizing code Serialize AnimationCurve as protobuf
2 Years Ago
Expose BaseProjectile fields too
2 Years Ago
Expose clientside variables (firerate, deploydelay, animationdelay) to be modded by server Add `mod {prefab} {field} {value}` command to allow you to modify weapons at runtime
2 Years Ago
updating bicycle model
2 Years Ago
adding bike_sidecar prefab and WIP bicycle setup
2 Years Ago
Added a simple custom testing framework
2 Years Ago
Fixed IO UI showing wrong power values when wiring entities from output to input
2 Years Ago
Removed physics.steps and physics.minsteps. Instead, time now includes both server and client convars for delta and max delta, both set from the server, with the client ones replicated to all clients
2 Years Ago
New idea: what if we saved preprocessed versions of all of our prefabs outside of the assets folder?
2 Years Ago
SAR + P17 cam anim tweaks
2 Years Ago
Hunting bow deploy and admire viewmodel camera animations - fixes the camera offset snap when deploying the bow.
2 Years Ago
merge from main
2 Years Ago
Finally got a maybe working bundle out of this, still way too slow