reporust_rebootcancel

111,313 Commits over 3,928 Days - 1.18cph!

3 Months Ago
Prefab application & fixes.
3 Months Ago
Cleaned up all rock formation meshes / better LOD distances for large variants / added shadow proxies / baked normals for LOD3 and LOD4
3 Months Ago
Battering ram client steering, brake and throttle client inputs Engine audio baseline
3 Months Ago
Merge from copypaste -> main
3 Months Ago
Fix compile errors
3 Months Ago
add cinematic tool to unify layers of renderables near a light source allows for a light source to be isolated to just the player, for example, while staying under the max number of excluded layers
3 Months Ago
Finalized & prefabbed wall mediums and large.
3 Months Ago
Add ability to snap pasted entities to the terrain - will search based on foundations only - snap entire build to single height even if it overhangs the ledge - convar is `paste_snap_terrain` - can use `paste_height_offset` to control height offset after paste Add more filters - `paste_deployables` - `paste_building_only` (only building blocks) - `paste_foundations_only` Add `copybuilding` - will copy every building block & decay entity of the base you are looking at - won't copy non-decay entities
3 Months Ago
Battering ram attack interaction moved to a world button
3 Months Ago
exported edited viewmodel metal shield animations
3 Months Ago
Created simple vehicle system. This is a wrapper around the original VehicleVisuals system which allows quick creation of vehicle wheel movement without immense boilerplate.
3 Months Ago
Update: TreeToolRenderer tracks everything via a dictionary instead of a list - Also track trees that are roots of scene(helps with domain reloads) This'll avoid stutters in large monuments with a lot of pre-placed trees. Tests: in swamp_a spawned a tree, triggered domain reload, and was able to see prefab changes afterwards
3 Months Ago
Try/catch LifeInfographics method that iterates over every entity in the project so it can gracefully handle corrupt prefabs (and print out the name of the corrupt prefab)
3 Months Ago
Bugfix: Don't allow TreeToolRenderer to react to changes of existing trees in wrong scenes Tests: opened craggy, add a tree and tried to change prefab - nothing happened.
3 Months Ago
Restored battering ram animations Moved the existing models into a placeholder folder
3 Months Ago
exported edited 3p shield idle pose anim
3 Months Ago
Restored battering ram model position
3 Months Ago
Update: TreeToolRenderer can visualize newly created trees - Also added tracking for the active scene, to avoid letting TreeToolRenderer running on the wrong/unsupported scene Tests: added a new tree to swamp_a. Switchet to Craggy, tried the same - didn't get visualized. Went back to swamp_a and added a tree - all good.
3 Months Ago
Ballista reloading fixes and cleanup
3 Months Ago
player animator update plus idle pose
3 Months Ago
Snakes now slowly turn to face in-range players. Client-only visual triggers, notifications and optimisations.
3 Months Ago
updated holster position for metal shield
3 Months Ago
Added a very first pass of door controller tests using copypaste to load pre-built circuits
3 Months Ago
voice_chat_cctv -> main
3 Months Ago
▋▋▄▌ ▄▍███▋▋▋▉▊██▇█▋▅ ▋▋█▇▌▍▅▉. ▍▇▍▄ ▆▊▍▅▌▋▆▍ ▆▅▊▊▅█▌.▊▊▄▆ ▅▅▍▅▄ ▇▋▍▅ ▌▍ █▅▌▋█▌▋▆ ▉▉▅▌ ▍▉▄▋▅█ ▄▉▍ ▍▄▌▌▇▉▌▌ ▄▌▅▅▇ ▋▉ ▌▇▍ ▍▌▇█▊▍
3 Months Ago
Add `downloadpaste <url> <name>` command - default to using the filename in the url - can override name if it is going to overwrite the paste Add `renamepaste <old> <new>` and `deletepaste <name>` commands - allows you to rename pastes after you download or want to reorganize - can delete if needed too Add `upgrade_looking` and `skin_looking` commands - same as `upgrade_radius` command but uses the base you are looking at instead of a radius around you - easier way to upgrades in front of you - will only search directly attached building blocks, won't handle external TCs - add `GamePhyics.TraceEntity()` method to handle raycasting entities in editor and ignoring server / client entities
3 Months Ago
Update: TreeToolRenderer can track modifications to existing trees - replaces previously half-working OnToolGUI Tests: on swamp_a, modified tree's prefab - saw visuals change
3 Months Ago
file naming and organising
3 Months Ago
Rock - Override controller updated to use v3 anims
3 Months Ago
Clean: remove unnecessary event callback for TreeToolRenderer Tests: reopened swamp_a
3 Months Ago
assigned shield 3p anims on player animation controller and edited metal shield position in its entity
3 Months Ago
Bugfix: Restoring kayak to version from 105500 It got missmerged into nothing(empty prefab), even though it should've automerged Tests: Spawned it on craggy and got in on the front seat. No exceptions during loading or spawning.
3 Months Ago
Update: TreeToolRenderer only runs on prefab scenes Tests: loaded up swamp_a - trees were visible.
3 Months Ago
Trigger fixes. Remove log spam.
3 Months Ago
merge from main
3 Months Ago
Added new ballista incendiary spear ammo Added client reload and ammo switching logic (still wip)
3 Months Ago
Update: move TreeEntityEditor closer to Resource Editor folder It was in a generic editor folder previously, and we have a specialized folder now Tests: loaded up swamp_a monument and checked gizmos still draw
3 Months Ago
Optim: Replace TreeEntity.Update with a an editor-only renderer - Handled by an EditorTool(work in progress, doesn't track all changes to the scene) This wins back 16ms on a 6k world in editor. Tests: Loaded swamp_a scene from a cold start, was able to see trees. Started 6k procgen map, fps was better.
3 Months Ago
re-created v3 anim folder, taking existing .meta & retaining clips, all anims now using v3 avatar
3 Months Ago
Merge from copypaste -> main
3 Months Ago
Cleanup & rename kill -> killbox (so it doesn't overlap with normal kill command)
3 Months Ago
Add ability to undo pastes with `undopaste` command - only kills entiites you pasted (if you want to redo a paste, just paste it again manually)
3 Months Ago
second noise layer for coverage
3 Months Ago
Adding new player anims
3 Months Ago
Allow pasting directly from name - `paste cars1` will load "cars1" and paste it while persisting current clipboard Filter entities when pasting instead of copying (allows you to change filters after copying a single time) - change convars from "copy_npcs" to "paste_npcs" - filter entities that have no parent when pasting - add option to filter vehicles
3 Months Ago
Client trigger, art root setup. Initial basic facing nearest player logic.
3 Months Ago
setup admire anim for metal shield
3 Months Ago
Codegen
3 Months Ago
Snakes can now reposition after striking. Added variables and convars for reposition chance, min/max radius and multipliers.
3 Months Ago
Merge: from main Tests: none