reporust_rebootcancel

137,141 Commits over 4,352 Days - 1.31cph!

1 Year Ago
exported crocodile static and run death anims and updated intimidate attack anim
1 Year Ago
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1 Year Ago
terrain topology radius samples run through burst job, even when called from other threads - 5000 size map without monuments, trains, roads takes 96s rather than 510s to generate, significant reduction in river layout and shore vector generation
1 Year Ago
updated croc ragdoll prefab to look less goofy.
1 Year Ago
Decouple look-at and spine-deform when enabling on a per animation basis (fix spine deform being disabled inadvertently)
1 Year Ago
Fix crocodile sampling water at their visual location instead of at the nav agent location, causing them to go under terrain - Decouple look-at and spine-deform when enabling on a per animation basis (this gets rid of issues where spine deform was inadvertently disabled)
1 Year Ago
Added TAA support to cam physical
1 Year Ago
- Fix crocodile diving instantly, dives at plausible speed - Fix crocodile spine procedural anim always being disabled
1 Year Ago
merge from fogmachine_optim
1 Year Ago
merge from cwb_kettle_harvesting_tea
1 Year Ago
merge from recipelist_reorder
1 Year Ago
merge from Item_Descriptions_update
1 Year Ago
merge from consumable_gene_info
1 Year Ago
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1 Year Ago
Update: perf tests for WaterInfo/-s For 1k sample points - batch version is 4(no waves)/3(with waves) times faster than serial Tests: not applicable
1 Year Ago
Have croc exit dive if it happens to move out of the water
1 Year Ago
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1 Year Ago
- Croc dives after fleeing into water instead of staying on the surface, right now the dive snaps the depth we need to look into it - Make crocs float lower under the water so only snouth and back are visible - Prevent croc from using land animations in water, and vice-versa - Fix error from OnValidate - Run codegen to fix compile error
1 Year Ago
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1 Year Ago
Update: addding perf tests to GetWaterLevel/-s - Doesn't have cases that have water volumes, so slowest path not stressed in both cases On 1k locations batch version is 10x faster than serial(130micros vs 1.18ms) with no waves, with waves - 3x faster(3ms vs 9ms) Tests: not applicable
1 Year Ago
merge from main
1 Year Ago
Merge from main
1 Year Ago
Fix error because of OnValidate firing during gameplay
1 Year Ago
merge from crafting_update - (Molotov fireball has a sparking effect on players fix)
1 Year Ago
merge from graphics_settings_extra_tooltips
1 Year Ago
merge from crafting_slots_rolls
1 Year Ago
merge from beehive_hammer_pickup_hotfix
1 Year Ago
merge from bee_occasional_fire_fix (what a bug)
1 Year Ago
merge from bee_nuclei_grade_fix
1 Year Ago
merge from ragdoll_squeezing_fixes
1 Year Ago
merge from amd_dlss_crash
1 Year Ago
set rustige egg g steam sitem.asset to retired-nocrate-notrade and updated manifest
1 Year Ago
refreshing terrain blend textures of jungle ruins - they are correct but somehow were not applied in procmap
1 Year Ago
strangler fig color and transmission tweaks in situ
1 Year Ago
merge from alt_food_stacking_rule
1 Year Ago
merge from cookingworkbench_fix
1 Year Ago
merge from mixing_table_ui_fix
1 Year Ago
merge from harvesting_tea_fixes
1 Year Ago
merge from master_swarm_not_dying_fix
1 Year Ago
merge from checkeggdrop_nre
1 Year Ago
merge from explosiveammofix
1 Year Ago
merge from fix_start_looting_nre
1 Year Ago
Fix NRE causing players to get kicked when they loot an empty loot container in primitive
1 Year Ago
First set of refinements to the rest of the slash details
1 Year Ago
Improvements to impact effects to alow non uniform scaling. Applied to some standard hit effects with greater variety in rotation and scale https://files.facepunch.com/ianhenderson/1b0711b1/Photos_5N3eHM2sXK.jpg
1 Year Ago
Fix master swarms not killing themselves after a period of time without a target
1 Year Ago
Harvesting tea now applies when gutting fish (will only affect the meat parts, not the bonus chance items like cloth, flares, bullets, etc)
1 Year Ago
Fixed harvesting tea accidentally applying 1.5x the resources, should be 0.5x Fixed UI displays, is now in line with other harvesting teas
1 Year Ago
Fixed harvesting tea not applying to every resource when harvesting
1 Year Ago
Possible alternate spoiling food stacking rule: add server.normalisedFoodSpoilTimeStackThreshold convar If both food items have a normalised spoiling amount greater than this convar, they will be allowed to stack Default to 0.9, meaning that raw meat can be stacked in the first 36m of it's life and cooked meat can be stacked in the first 2 hours (and change) of it's life When food stacks like this the more spoiled item takes priority so some life will be lost from the fresher meat Should help some unfotunate stacking side effects when harvesting meat