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126,704 Commits over 4,109 Days - 1.28cph!

7 Months Ago
Added convar (accessibility.disableMovementInInventory) to block player input when then inventory screen is open. Added a UI toggle option for it in the Accessibility options menu UI.
7 Months Ago
weapon camera clipping fixes
7 Months Ago
When generating covers, automatically delete previously spawned sub monuments
7 Months Ago
primitive -> Aux2
7 Months Ago
Added wheel FX to Ballista
7 Months Ago
Fixed Repair Bench pushing an NRE if not unlocked via steam, or dlc item but also doesnt have proper steam category supplied
7 Months Ago
Ballista damage redirection
7 Months Ago
Setup Medieval Metal Double Door Skin Asset File Game Manifest Update
7 Months Ago
merge from fix_barricade_placement_excavator -> main
7 Months Ago
S2P excavator
7 Months Ago
Mark coal piles at excavator as "barricades allowed"
7 Months Ago
merge from fix_antihack_kick_reserveslot -> main
7 Months Ago
- Added catapult wheel effects - Sorted siege tower wheel effect positions
7 Months Ago
Look deving broken wood floor on jungle floor pieces
7 Months Ago
WIP: rewriting stream processing to gather frame data during pre-process step - Should fix invalid make placement in a frame + be more efficient to generate, as we only do 2 stream scans per thread stream instead of 4. Not complete, need to track down why alloc offsets are invalid for last frame.
7 Months Ago
merge from fix_exavator_bucket_lod -> main
7 Months Ago
merge from fix_exacator_bucket_lod -> main
7 Months Ago
Deployable positionOffset renamed to guideMeshPositionOffset
7 Months Ago
Removed duplicate normal map compression on workshop items
7 Months Ago
S2P excavator
7 Months Ago
Ballista damage renderer
7 Months Ago
Increased and added more trigger volumes on siege tower - should prevent random kicks for flyhack
7 Months Ago
- All constructables now automatically rotate to face away from you when placing (makes it more intuitive to place) - Increase catapult max place distance to support the larger build check radius
7 Months Ago
Added player check triggers to catapult, battering ram and ballista constructables
7 Months Ago
Battering ram damage renderer
7 Months Ago
- Setup to allow constructables to block repair if any player is ontop of the entity - Push toast to the 'repairer' to let them know - Added to siege tower initially
7 Months Ago
Material bug fix on construction stage ballista
7 Months Ago
Upgraded and recompiled the GfxPluginDLSSNative dll and fixed the DLSS artifacting when using Ultra Performance mode or small resolutions
7 Months Ago
Updated Medieval Metal Double Door Icon to stop clipping issue
7 Months Ago
Added Place Holder Medieval Metal Double Door Icon
7 Months Ago
Updated Medieval Metal Double Door Prefabs Changed Medieval Metal Double Door Frame texture resolution from 512
7 Months Ago
Updated Medieval Metal Double Door FBX's Imported and Setup Medieval Metal Double Door GIBS
7 Months Ago
Created Medieval Metal Double Door Material Imported Medieval Metal Double Door Textures
7 Months Ago
primitive -> Aux2
7 Months Ago
Full manifest rebuild
7 Months Ago
Set up battering ram and catapult death screen ui Fixed a minor battering ram issue with an unfilled hit info field
7 Months Ago
Deployables can now show "Blocked by terrain"
7 Months Ago
Added an entity whitelist setting to SocketMod_Sphere Ladders can now be deployed in siege weapons prevent building volume
7 Months Ago
main -> primitive
7 Months Ago
hash_conflict_planter -> main
7 Months Ago
Fixed respawning planter causing hash conflicts on sockets
7 Months Ago
manifesti_fix -> primitive
7 Months Ago
7 Months Ago
Merge: from amvienceemitter_recycle Fixes an inconsistent bug on client disconnect from a server trying to reactivate a gameobject. Tests: validated it doesn't affect entity pool warmup sequence (as we create->retire there). Using `log.level Audio 2` and a bit of 100% code-forcing the issue, disconnected 3 times: - without the fix, it was 100% generating an error on disconnect - with the fix, had 0 error reports
7 Months Ago
Bugfix: don't try to reactivate a destroyed spawnpoing in SERVER+CLIENT - Reimplemented the spawn point status based on new internal state - this retains original behavior Editor-only bug caused by my previous change of pooling behavior (destroy object instead of trying to pool it on scene unload). Tests: on Craggy spawned and disconnected - no errors. Checked BaseSpawnPoint inheritance hierarchy to ensure there's no other places trying to activate gameobjects
7 Months Ago
edited player animation.controller so the shield impact animations work correctly
7 Months Ago
merge from primitive
7 Months Ago
Battering ram compile fix
7 Months Ago
Merge: from main Tests: compiled in editor
7 Months Ago
change approach to be parallel friendly, triangles are found in parallel and then vertices are found in serial (cached by triangle edge to re-use between triangles that share an edge) - flat array layout of the SDF array is terrible for caching in this setup, but still see a benefit from this approach