reporust_rebootcancel

111,294 Commits over 3,928 Days - 1.18cph!

2 Months Ago
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2 Months Ago
Replaced small rock formations in the world setup
2 Months Ago
timed_explosive_hit_normal -> main
2 Months Ago
Added normals header
2 Months Ago
timed_explosive_hit_normal -> main
2 Months Ago
Flip if statement to use checkbox first (prevents a .HasValue() call unless matches normal is actually on)
2 Months Ago
Cache hit normal on projectile impact. Try and use this hit normal should it be valid and explosionMatchesNormal is ticked
2 Months Ago
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2 Months Ago
3p anim updates
2 Months Ago
deleted unused model prefabs
2 Months Ago
Organised TimedExplosive's 200 properties into some groups to split up a wall of text in editor (rip muscle memory)
2 Months Ago
npc_spawn_on_cargo_fix -> main
2 Months Ago
Early return
2 Months Ago
Handle cargo switch off in npc spawner rather than cargo. Ensures more consistent behaviour
3 Months Ago
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3 Months Ago
Easier to target catapult ammo storage Increased reload time
3 Months Ago
Merge: from main Tests: none (trivial merge)
3 Months Ago
Improved catapult deployable prefab sockets Easier to deploy on uneven terrain
3 Months Ago
Merge: from vehicle_optims Saves 0.5ms on a 6k world by avoiding iterating over unmounted mountables Tests: On craggy drove a kayak. On 6k world confirmed that the profiling scope shrunk to 0
3 Months Ago
blocking off large oilrig passage
3 Months Ago
merge from main
3 Months Ago
Merge: from main Tests: none (trivial merge)
3 Months Ago
Optim: Avoid trying to sync non-mounted mountables - Implemented via a mounted-queue that gets populated when a vehicle/animal is mounted This saves 0.5ms on a 6k world map with no players riding vehicles. Tests: on Craggy rode a kayak and validated player transform sync was happening via profiler. Loaded 6k world and validated that the original 1.3k item queue was gone.
3 Months Ago
moved splitter boxes out of the way in excavator
3 Months Ago
- Make sure to cancel pulling if the pulling player dies or is disconnected - Additional server side checks - Added pulling speed modifiers on ballista and siege tower
3 Months Ago
Decreased catapult fire recoil force when the handbrake is off
3 Months Ago
merge from siege_weapons/speedmod
3 Months Ago
Missing modifier type
3 Months Ago
Merge from speedmod_cherrypick
3 Months Ago
Cherry pick 104487 (movement speed phrase)
3 Months Ago
Setup modifiers on catapult
3 Months Ago
Merge from speedmod_cherrypick
3 Months Ago
Don't expire modifiers that have no duration. Max of one interaction source per modifier type.
3 Months Ago
wip applying speed modifier to pulling players
3 Months Ago
Update: Reducing access to BaseMountable internal state - Mods can workaround by using existing API Future optim depends on internal state being tightly controlled, so this makes it easier to prove that it'll be safe. Tests: rode the zipline on craggy
3 Months Ago
Merge from speedmod_cherrypick
3 Months Ago
Remove log
3 Months Ago
turned wind movement off on LOD1 wall overgrowth
3 Months Ago
Merge from speedmod_cherrypick
3 Months Ago
Merge from interaction
3 Months Ago
merge from entity_bounds_pass_projectile
3 Months Ago
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3 Months Ago
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3 Months Ago
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3 Months Ago
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3 Months Ago
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3 Months Ago
merge from halloween24
3 Months Ago
wearables do proper bone retargetting in the skin viewer - fixes issues with dracula cape bones not retargetting and extending the render bounds by an insane amount (appearing invisible)
3 Months Ago
Cherry pick 106079
3 Months Ago
Tea buff UI vital only shows tea source buffs