reporust_rebootcancel

110,890 Commits over 3,897 Days - 1.19cph!

7 Days Ago
merge from fix_copy_paste_wires -> main
7 Days Ago
Fix auto-snap not being disabled when client convar is disabled
7 Days Ago
Remove debug logging from copy paste
7 Days Ago
Fix wires being at wrong height when paste is auto-snapped to the terrain
7 Days Ago
Battering ram door loading
7 Days Ago
merge from fix_quick_craft_multiple -> main
7 Days Ago
Restore propane bomb world model
7 Days Ago
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7 Days Ago
merge from main
7 Days Ago
- adjust ray march step count for the different quality levels, 128 at highest, 56 at lowest - add jittering to ray origin to disguise artifacts from lower step counts, with jittering intensity reduced towards horizon to prevent too much noise - fix slow render target resizing - fix reprojection issues - adjustments
7 Days Ago
Battering ram door joint can now break When breaking, we spawn a door server gib
7 Days Ago
Update: added search support to bin snapshot viewer I think I have all I need to explore the broken profile Tests: opened the borked profile snapshot
7 Days Ago
Siege tower doors now reverse backwards if theres something in the way whilst opening
7 Days Ago
mutelist_expose_steamid -> main
7 Days Ago
Expose users steam ids on chat.mutelist
7 Days Ago
Bugfix: fixed reading string f rom the binary snapshot - Forgot that they're not null terminated - this fixes random characters at the ends Tests: Opened borked editor snapshot
7 Days Ago
primitive -> Aux2
7 Days Ago
More building volume changes to try and allow door placement
7 Days Ago
Update: added ability to display sub range of thread track in Bin viewer - also supports rudimentary [N] input to resolve syncpoint indices - added mark index to view as well Tests: vizualized borked editor snapshot
7 Days Ago
exported 4 reload anims for vm mini crossbow and the rig again so all 4 bolt joints are in the correct postion
7 Days Ago
More checks to prevent a user from pushing the siege tower from a higher point on the tower
7 Days Ago
Sanitise more flags
7 Days Ago
merge from main
7 Days Ago
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7 Days Ago
- Dont use Protected flag - Added up to Reserved19
7 Days Ago
Update: display call depth for marks in bin viewer Makes it easier to track callstack consistency at sync points. Tests: opened borked snapshot from editor
7 Days Ago
Removed animation rigging package (added when experimenting on horses during hackweek)
7 Days Ago
Fixed siege tower wheels using incorrect material on LOD3
7 Days Ago
-Add more profile markers to heli -Use fast broad grid check instead of precise one (heli range is 150m but cells are 32m wide, so we are not getting that much precision by using the narrow phase)
7 Days Ago
Update: reworked the bin vizualizer to have a different layout - Able to jump to sync points in the list - Able to view specific thread's stream Couldn't figure out how to do nested dynamic scrollviews, so went for a different approach. Already revealed a question mark about some names having invalid characters at the end, though doubt it's the contributing factor Tests: loaded up a borked binary snapshot, was able to inspect it
7 Days Ago
primitive -> Aux2
7 Days Ago
Hopefully that prevents all building spots on the tower
7 Days Ago
Avoid Siege Tower flag conflicts
7 Days Ago
Ballista constructable gibs
7 Days Ago
Added Medieval Metal Double Door Models
7 Days Ago
Add smoothstep reverse fresnel opacity option
7 Days Ago
merge from primitive
7 Days Ago
Fixed battering ram and catapult flag collisions
7 Days Ago
ignoring null GameObjectRef fields for prefab validation, as they can only be runtime use - null fields weren't being handled, but a non-serialized GameObjectRef was added in 106912 and tripping up manifest generation
7 Days Ago
Restored catapult propane bomb item Manifest
7 Days Ago
Fixed catapult reloading conflicting with the push interaction (caused by 109676)
7 Days Ago
compile fix for leftover editor only HotReload util in LookAtIOEnt
7 Days Ago
Fix heli adding player multiple time to its targets
7 Days Ago
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7 Days Ago
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7 Days Ago
Fix mistake than meant grid cell was queried but not used Also don't iterate at all is ignorePlayers is true, instead of skipping every entry inside the loop
7 Days Ago
Only search for targets in grid cells around heli, instead of iterating on all players on the server When adding a new target, instead of iterating over all existing targets to see if we already have it, use a lookup table (squared complexity > linear complexity) Remove invalid targets by index instead of removing them by reference (squared complexity > linear complexity)
7 Days Ago
Compute foliage placement prototyping
7 Days Ago
Only search for targets in grid cells around heli, instead of iterating on all players on the server When adding a new target, instead of iterating over all existing targets to see if we already have it, use a lookup table (squared complexity > linear complexity) Remove invalid targets by index instead of removing them by reference (squared complexity > linear complexity)
7 Days Ago
Shield Texture sizes