reporust_rebootcancel

129,135 Commits over 4,232 Days - 1.27cph!

Reynolds wander isn't working very well for us - boats seem to bunch up on the same map edges Rewrote all of the boat wander state: - Now pick macro and micro directions - Macro is a fixed target point (within deepsea bounds or in random direction) - Micro is the same Reynolds stuff but done simpler - Combine them together for a bit of a better approach Boats now traverse around the whole of the deepsea bounds rather than sticking to an edge. Much cleaner and more reliable
Today
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Today
Gibs
Today
matrix display preview model added with initial textures to check visibility, added to display prefab
Today
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Today
Rust Birthday Balloons - Updated textures with few changes, higher albedo resolution on clumps, updated models shading for wind shader, raised speech bubble balloon to head height
Today
default ttk values to 1.0
Today
Added default values for instanced properties when using mesh instancing with particles
Today
String meshes.
Today
got test scene working properly
Today
merge from ice_sculptures/sdf_sculpting
Today
Remove displacement from hull pieces
Today
Disable dynamic occlusion pausing until further fixes because it seems to be enabling static occlusion long before parenting is finalized, causing it to think the static position is 0,0,0
Today
Update: LimitedTurnNavAgent sets npc's position via helper functions - ScientistNPC2 overrides it to optionally map on to the detached navmesh if it's on a ghost ship - LimitedTurnNavAgent uses navmesh positions to calculate steering to waypoint in FaceTarget mode (think it was the original intent anyway) There's a bunch more code that needs to be converted just to be safe with strong waves Tests: spawned ghost ship away from craggy, enabled AI, and ran around to different areas - scientist caught up, were able to shoot me
Today
Texture size opt.
Today
exported latest viewmodel flashlight refresh anims
Today
Mummymask repose
Yesterday
Update: GhostShip spawns navmesh instead of NavMeshSurface - Disabled NavMeshSurface on GhostSHip prefab (will need to do it for the rest later) This stops NavMeshSurface constrantly running add-remove navmesh every server frame. Need to figure out how to tie it to NPCs Tests: visualzied navmesh in editor via gizmos, checked profiler to not see any more NavMeshSurface::UpdateActive calls
Yesterday
Added missing volume changes to stair prefab. Removed the old volume check implementation now it's not used anywhere.
Yesterday
merge from deep_sea
Yesterday
Disable deep sea in the AutomatedTests scene
Yesterday
Restored copypaste snap to zero height option (was lost in the merge)
Yesterday
Fixed more copypaste merge issues
Yesterday
Holster updates for bows and boomerang
Yesterday
Child RendererBatch disabling now handles entities with multiple RendererBatch correctly
Yesterday
tshirt repose
Yesterday
merge from boat_building
Yesterday
merge from new_bbs_volume_checks
Yesterday
Remove debug drawing
Yesterday
Setup bbs required volumes for all relevant boat pieces
Yesterday
Bow animation updates to fix bugs
Yesterday
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Yesterday
Added RequireBoatBuildingVolume. wip, allows fixing of building overlap, and is also a more efficient solution than the previous boat building station volume checks. Setup on initial first few test prefabs.
Yesterday
codegen
Yesterday
merge from gui_sculpting
Yesterday
Triangulated obj mesh
Yesterday
undid some questionable shader changes, need a way to supply a triplanar anchor for sculptures or it pans when rotating them in-gui
Yesterday
Burlap pants repose Male/Female + LODs
Yesterday
RPG 7 - Weapon rack tweaks (missing info in prefab)
Yesterday
codegen
Yesterday
merge from ice_sculptures/gui_sculpting - bit broken still
Yesterday
sculpture item not hidden
Yesterday
Jackhammer animation updates
Yesterday
RPG7 - Weapon rack position fixes
Yesterday
Shorts repose/lods
Yesterday
Fixed censorship not working on female torso
Yesterday
Fix lighting on render scene
Yesterday
Merge from parent
Yesterday
Cassette recorder animation updates