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122,856 Commits over 4,048 Days - 1.26cph!

1 Year Ago
IO switch tests
1 Year 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
1 Year Ago
workers house latest wip
1 Year Ago
Added vending machine. Setup custom sell orders. Disabled colliders on client.
1 Year Ago
Added a low pass smoothing filter to steering as well as tweaking existing steer deadzone values. Outside of deadzone now ensures straight wheels
1 Year Ago
Fixed power passthrough set to 0 by default on empty outputs, to clarify when power is blocked and when power passes through
1 Year Ago
Added first IO acceptance tests for AND switch, OR switch, electrical branch and blocker
1 Year Ago
Added steering deadzone to avoid over corrections
1 Year Ago
merge from fix_eventrecord_pooling_error
1 Year Ago
Added RustTestFixture, which includes helpers to easily spawn and destroy entities Cleanup and naming
1 Year Ago
Added SetUp and TearDown methods executed before and after each test
1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
Cut/throat slit gesture
1 Year Ago
bicycle LOD0 skining and ik positrion adjustment
1 Year 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!
1 Year Ago
Fixed manifest not being included, still not loading
1 Year Ago
Minor anim tweaks to middle finger + double middle finger gestures. Fixed ulna rotation not being applied
1 Year Ago
Basic sprint progress bar
1 Year Ago
Various pedal bike work
1 Year Ago
Double middle finger gesture
1 Year Ago
Hand IK rotation edit
1 Year Ago
Lerp the sprint pose change
1 Year Ago
New sprint mode pose for bicycle rider
1 Year Ago
Full manifest rebuild
1 Year 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
1 Year Ago
Middle finger gesture
1 Year Ago
Pedal bike setup bits and pieces
1 Year Ago
Greybox scene changes
1 Year Ago
More build cleanup, not much progress
1 Year Ago
Fix recoil properties not being modified
1 Year Ago
Expose recoil values for weapons Add `mod_ents` command to search for entity shortnames
1 Year Ago
Exposing more things & lots of cleanup + organizing code Serialize AnimationCurve as protobuf
1 Year Ago
Expose BaseProjectile fields too
1 Year 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
1 Year Ago
updating bicycle model
1 Year Ago
adding bike_sidecar prefab and WIP bicycle setup
1 Year Ago
Added a simple custom testing framework
1 Year Ago
Fixed IO UI showing wrong power values when wiring entities from output to input
1 Year 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
1 Year Ago
New idea: what if we saved preprocessed versions of all of our prefabs outside of the assets folder?
1 Year Ago
SAR + P17 cam anim tweaks
1 Year Ago
Hunting bow deploy and admire viewmodel camera animations - fixes the camera offset snap when deploying the bow.
1 Year Ago
merge from main
1 Year Ago
Finally got a maybe working bundle out of this, still way too slow
1 Year Ago
Viewmodel camera anims for P17 deploy and reloads
1 Year Ago
Greybox scene changes
1 Year Ago
First person greybox scene for vm anims
1 Year Ago
Reverted vm cam idle clip to 2 frame duration
1 Year Ago
Better naming for vm cam clips