110,898 Commits over 3,897 Days - 1.19cph!
Modify sight checks to use bounding box top instead of bottom
Make bursts feel more natural
added mask to 3p shields animations so the prop bones are used and edited shields held postions/holster postions
Don't upload "breaking server rules" from the server either
Add option to report players for breaking server rules via the F7 menu
- events will only be sent to game servers
First pass on making scientist aiming feel fairer
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
- Improved raise power
- Adjusted angular drag
Ensured drawbridges can also be repaired again
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Ensured siege tower can be repaired again
Added the base for the custom TAA post-process
siege_weapons -> primative
- Greatly improved the raise command on siege tower
- Stopped draw bridges trying to reverse open
jungle_ruins_b first iteration layout
added a proxy mesh for the croc to design around
- Fixed string equality offset bug in StringView
- Double maximum MenuTip length, and truncate post-richtext filter
- Removed debugging character from rich text filter.
...and EnforceShadowDistanceBounds
Fix NRE caused by new scientist missing a component that wolves have
Remove old shadow distance
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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.
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
Remove new detail metallic map from decals to stop errors for now
reverting
108949 - caused compilation issues
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Fixed DeferredMeshDecal NRE when spawning hex-a-gone tiles
Clean: further comments
Tests: none, trivial change
Clean: fixed comments
They got out of date from my initial experiments.
Tests: none, trivial change
updated vm improvised/reinforced and wooden shields override controllers with the correct anims
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
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
fixed backwards WriteOnly/ReadOnly attributes on job and changed bad naming that caused it
Remove redundant allies vislog
Use convars directly in debug aiarena script when ppossible instead of running commands
Add vislog to confirm that fallback roam EQS works correctly
Combining back wheel of ballista base
merge from fix_swamp_water_reflection
prepatch phases, codegen and manifest
Fixed asset labels on all new shields, manifest
Only apply auto turret behaviour when actively bocking with the shield
Some protection value changes
If an auto turret is aiming at a person using a shield, adjust the targeting to shoot at the shield
Adjusted improvised shield collider
Update attack loops on reinforced shield
Delete animator controllers for wooden, reinforced and improvised shields
There are overrides setup for each shield viewmodel variant, we should be using those