reporust_rebootcancel

121,151 Commits over 4,018 Days - 1.26cph!

44 Days Ago
Phrases update
44 Days Ago
Fixed construction collisions for al rustige eggs
44 Days Ago
Logic gates Codelock files Scene backup
44 Days Ago
Merge: from texttable_allocs - Layout improvements and NRE fix for 0 rows Tests: unit tests + running filtered status command to force 0 rows
44 Days Ago
Fix tiger population convar not working Make panthers spawn naturally in the jungle
44 Days Ago
Bugfix: fix serializing of empty tables - Added a test to check for it Tests: unit tests + ran status with a name filter to exlude myself - table and json printed correctly
44 Days Ago
Delete panther static mesh model Make panther a different prefab instead of a variant of the tiger Setup panther corpse and ragdoll Rebuild manifest
44 Days Ago
Clean: rename RowType -> ValueType Tests: ran all unit tests
44 Days Ago
Update: Don't pad last column Tests: ran unit tests
44 Days Ago
merge from Player_Seed_EyePositions
44 Days Ago
Move #pragma instructions from .cginc back to shader file to avoid confusing Unity.
44 Days Ago
updated backpack offsets for some weapons
44 Days Ago
Bugfix: Fix test table layout when there are not enough values compared to rows - Added new unit tests to cover abnormal cases Tests: ran unit tests
44 Days Ago
initial implementation of a grid-based hydraulic erosion system in the jobsystem - super fast - super wrong - needs a lot more parameter/constant tuning to get good results, but it's functioning
44 Days Ago
Fixed spelling of re'ceive on teas
44 Days Ago
Fixed right eye being flipped upside down
44 Days Ago
reworked the layout and flow across the scafholds, planning where the overgrowth should play a role visually and for blocking traversal in some areas
44 Days Ago
Only use Update for environment volumes in the editor as they only need updated outside of playmode if their transform has changed
44 Days Ago
all gestures anims use v4RustPlayerMask
44 Days Ago
Missed Materials Files
44 Days Ago
Updated missing skinsets with eyepositions
44 Days Ago
Added Second Water Treatment Tank Packed Mask Material
44 Days Ago
v4 holdtype anims use v4RustPlayerMask
44 Days Ago
backup
44 Days Ago
Added New Water Treatment Tank Model and Pump Textures and Material
44 Days Ago
unarmed anims use v4RustPlayerMask
44 Days Ago
Compile errors
44 Days Ago
beehive_fixes -> main
44 Days Ago
- Actually expose the temperature (makes it way easier to see whats going on) - Can now run a beehive in the snow with enough heaters
44 Days Ago
Player seed updates
44 Days Ago
Update: standardized WaterVolume usage across tests - Also fixed a couple small bugs in rarely used water perf tests Got a couple TODOs left to clean, and will start merging back to main Tests: ran all tests
44 Days Ago
Missing status panel files
44 Days Ago
- Add a status panel so its easy to see if a beehive is producing or not producing honeycomb - Wrote new inventory check full methods to double check partial stacks - FIx a bunch of terribly timed inventory checks
44 Days Ago
Removed Old Water Treatment Tank Materials, Textures and Model
44 Days Ago
Created new cinematic.deployable with cinematic materials and swapping the deferred normals shader for the standard shader. Broken item deployable
44 Days Ago
Update: moved player caching to FinalizeTickParallel Tests: ran unit tests and played back server staging demo twice - numbers match expected range
44 Days Ago
texture resizing
44 Days Ago
obsidian tool viewmodel and worldmodel added .entity/.icon/.item/.projectile/.viewmodel/.worldmodel hooked everything up
44 Days Ago
bee_rebalance -> main
44 Days Ago
Missed files
44 Days Ago
Rebalanced multiple and single bee swarm damage
44 Days Ago
Fixed environment volume server compile errors
44 Days Ago
Prevent bee damage (no matter what damage type it is) from bleeding
44 Days Ago
Further environment volume optimizations
44 Days Ago
Update: add an extra profiling scope Tests: ran the perf test
44 Days Ago
override controller updates
44 Days Ago
Fsm end transitions now make entity skip to the front of the queue, to prevent situations where they are done with the current state and stay idle waiting to be ticked For example if the server is struggling, a wolf may stay still for 1s after playing the hurt anim, this fixes that This doesn't mean the AIs will cost more performance, it means that when if we can only tick 10 out of 100 wolves this frame (budget), we'll prioritize ticking the ones that have nothing to do
44 Days Ago
Better profiling of the fsm GetAncestry method (separate recursive calls to not mess up the time measuring)
44 Days Ago
merge from high_walls_skins