reporust_rebootcancel

133,441 Commits over 4,293 Days - 1.30cph!

11 Months Ago
Added refresh_foliage console command
11 Months Ago
Pixelate censor fixes
11 Months Ago
Underwear censor fixes
11 Months Ago
Rebase on /main
11 Months Ago
Cherry pick live fixes
11 Months Ago
Be very cautious about enabling texture streaming. Only enable it if Texture.streamingTextureLoadingCount = 0 and Texture.allowThreadedTextureCreation = false. If not, set Texture.allowThreadedTextureCreation = false and try again in 1 second. One second is enough to upload a few textures, right?
11 Months Ago
revolver setup
11 Months Ago
pretty dirty WIP approach to erosion in a job, needs cleanup and splat writing fixing
11 Months Ago
Update: leaving an optim todo idea comment Tests: not applicable
11 Months Ago
Update: sprinkle some profiling scopes Tests: ran unit tests
11 Months Ago
Remove checking of Texture.streamingTextureLoadingCount during TextureStreaming.Update()
11 Months Ago
exported updated crocodile intimidate attack anim
11 Months Ago
Disallow threaded texture creation whenever a loading screen is displayed. This should slightly improve loading times and further mitigate texture streaming race conditions.
11 Months Ago
11 Months Ago
Shader and colour refinements. Added hemisphere support
11 Months Ago
Setup a scrolling diagonal material
11 Months Ago
Optim: use persistent allocs in GetWaterLevels - I need to properly clean those up at server shutdown, but I'll solve that later 1k waves perf test shows ~100micros savings and no allocs - 1.45ms vs old 1.55ms. This is final optim in the area for now, making us ~80% faster than vanilla managed code(8.6ms). Tests: ran unit tests
11 Months Ago
Replace assertion with just a warning
11 Months Ago
Fix spine deform not being applied during locomotion
11 Months Ago
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11 Months Ago
Optim: remove last managed loop that picks between dynamic waves and static water 1k test with waves shaves off ~0.25ms - 1.55ms vs previous 1.8ms Tests: ran unit tests
11 Months Ago
more head rotation during crocodile intimdate attack anim
11 Months Ago
Optim: gather coarse distances to shore via indirect batch 1k waves perf test shows another ~0.5ms shaved - from 2.3ms to 1.8ms Tests: ran unit tests
11 Months Ago
Optim: grab TerrainHeights via indirect batch 1k waves perf test used to take 3ms, now 2.3ms Tests: ran unit tests
11 Months Ago
Show range with a custom material. Use Graphics.DrawMesh rather than spawning an actual prefab. Cach property block, mesh and material stuff on the guide renderer
11 Months Ago
Update: gathering OceanSim's water heights in indirect way - Also fixed the OceanSim's GetHeightsJobIndirect job as it works on world positions, not uvs This allows me to convert the rest of the logic to Burst jobs. Tests: ran unit tests
11 Months Ago
Cleanup access to texture streaming related variables to prevent accidentally waking up the streaming system when we don't want to. Also added some experimental assertions to make sure no textures are currently loading when texture streaming is enabled.
11 Months Ago
Moved the code into deploy guide renderer instead
11 Months Ago
fixed seam
11 Months Ago
- Update timing of zigzag attack - Fix rotation not being handle properly when using root motion tracking - Reduce senseless croc jaw snap spam
11 Months Ago
re exported crocodile intimidate attack anim
11 Months Ago
Update: Bunch of utility Burst jobs for WaterLevel.GetWaterLevels outstanding jobification Tests: none, they are not plugged in
11 Months Ago
When placing a sprinkler, a sphere will now be visible indicating its range
11 Months Ago
Added 4K textures and materials for cinematics
11 Months Ago
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11 Months Ago
Textures changed from silver to gold, tweaked animations, changed proportions, added icon and optimized textures for Rustige Egg G variant
11 Months Ago
- Fix crocodile jaw snap not doing damage - Fix crocodile doing nothing when the prey is very close and it's intimidating - Fix crocodile not looking at prey while intimidating
11 Months Ago
some more minor dirt adjustments
11 Months Ago
Make slashes cause smaller decals than blunt, cause that makes sense
11 Months Ago
Added client check when checking for taa support to fix server compile errors
11 Months Ago
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11 Months Ago
Blunt effects now support non uniform scaling (skew)
11 Months Ago
Added random rotation modifer to all bullet decals
11 Months Ago
Ensure all stab effects have rotation modifers on them
11 Months Ago
Fixed a few bees briefly escaping from the next jar after a grenade throw.
11 Months Ago
Further refinements to slash effects
11 Months Ago
Update: Use NativeArray for TerrainTexturing.ShoreVector storage of distances and vectors - Had to add an editor-only safety check for WaterCamera for a super rare exception Tests: Played procgen and Craggy in editor. Forced a bunch of domain reloads to validate WaterCamera doesn't break anymore
11 Months Ago
updated topology masks for jungle ruins, s2p ruins
11 Months Ago
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11 Months Ago
Fixed metal ore scale issues