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122,296 Commits over 4,048 Days - 1.26cph!

11 Months Ago
Working on improving bike driving on roads and terrain
11 Months Ago
Adding motorbike spawn points: 3x in the hangars at airfield 1x on the side of the supermarket, near the pay phone 1x in satellite dishes near the shack 1x in the parking lot with the overhang in train yard 1x next to the foklift in the mining warehouse 2x underneath the two storey building at water treatment and 1x behind the restricted roller doors (water treatment already had one outside the roller doors, that remains) 5x scattered around junkyard and 2x in the car park 1x next to the concrete wall of the big power sub station No S2P's, will do that in a separate commit (scene conflicts are dangerous right now)
11 Months Ago
Scenes + asset backups
11 Months Ago
Rework bike and motorbike spawning Now controlled by three convars: Bike.pedalRoadsidePopulation, Bike.pedalMonumentPopulation, Bike.motorbikeMonumentPopulation Monument population convars use a new ConvarControllerSpawnPointPopulation controller that applies the same population/server size scaling but only allows spawning at specific spawn points
11 Months Ago
Merge from traveling_vendor_cinematic_materials
11 Months Ago
Merge from traveling_vendor_cinematic_materials
11 Months Ago
Merge Bikes -> main
11 Months Ago
- Return to Continuous Dynamic collision for bikes, looks like Speculative was the main cause of "bouncing" - Adjusted all driving physics, changing collision mode seems to affect it quite a lot
11 Months Ago
Parent merge
11 Months Ago
Merge from main
11 Months Ago
Merge Bikes -> main
11 Months Ago
Revert subtractions of bike merges from yesterday
11 Months Ago
Minor damage threshold tweaks
11 Months Ago
Damage edit
11 Months Ago
Driving fixes etc
11 Months Ago
Light additions.
11 Months Ago
Collision damage tuning, stop dying to every little thing
11 Months Ago
Bike power edit + steering edit
11 Months Ago
fixed left rear indicator on lod1, tweaked rear taillights emissive colour on material, brakes are broken again
11 Months Ago
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11 Months Ago
positioned rightiside screen and keypad correctly
11 Months Ago
One weird trick to improve bike jitter (lock z rotation) + additional tweaks
11 Months Ago
lods, emissive on atlassed lods 3 and 4, trying to get lights working
11 Months Ago
Merged Travelling Vendor -> Main
11 Months Ago
Brought back 4 wheel braking Minor code cleanup Tree kill fixed
11 Months Ago
Vendor now destroys any builldings on the road. Won't affect normal gameplay, but will allow it to work on modded servers that allow building placement on roads.
11 Months Ago
Remove PedalTrike kickstand
11 Months Ago
Exhaust FX change. Show some exhaust FX all the time
11 Months Ago
- Removed overengineered steering system. Pure pursuit seems to be the GOAT - Look ahead multiple points rather than just 1 - Removed excess logs
11 Months Ago
added license plate props. more fixes to storage warehouse.
11 Months Ago
merge from runtime_profiling_entity_csv -> main
11 Months Ago
Fixed brake lights again
11 Months Ago
Enable waiting again - oops!
11 Months Ago
Clear material properties block before setting colour
11 Months Ago
Switch from multiple bools for tracking invokes to a single int 0 = off 1 = total execution of invokes per frame 2 = execution time per type of invoke per frame
11 Months Ago
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11 Months Ago
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11 Months Ago
Reimplement detailed entity profiling that was lost instead of stashed Change to single int to describe entity profiling mode 0 = off 1 = count spawned per frame 2 = count per type of entity spawned per frame 3 = count per type of entity across server every 5 minutes Reset all profiling measurements on the first frame profiling is enabled - fixes some stats counting incredibly high
11 Months Ago
vm frontier hatchet - added bones for beads & tassel
11 Months Ago
additional profiling, a few quick wins on performance
11 Months Ago
Added "Secondary Detail Layer" to standard terrain blend shader
11 Months Ago
player update. 3p kayak anims updated
11 Months Ago
Added "Blend Detail" option to terrain layer to switch between "Terrain Height" (default) and "Surface Normal" detail sources
11 Months Ago
Merge Travelling Vendor -> Main
11 Months Ago
Vending front changes
11 Months Ago
Fixed wheel colliders having a slight gap with the ground
11 Months Ago
initial skinned oni cloth setup for ghostsheet
11 Months Ago
small perf modifications to oni cloth and initial setup for global solver updater
11 Months Ago
Merge from qol_building_preview_lerp_snapping -> main
11 Months Ago
Added "Mask" blend type to terrain blend layer