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121,848 Commits over 4,048 Days - 1.25cph!

2 Months Ago
Replace assertion with just a warning
2 Months Ago
Fix spine deform not being applied during locomotion
2 Months Ago
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2 Months Ago
Optim: remove last managed loop that picks between dynamic waves and static water 1k test with waves shaves off ~0.25ms - 1.55ms vs previous 1.8ms Tests: ran unit tests
2 Months Ago
more head rotation during crocodile intimdate attack anim
2 Months Ago
Optim: gather coarse distances to shore via indirect batch 1k waves perf test shows another ~0.5ms shaved - from 2.3ms to 1.8ms Tests: ran unit tests
2 Months Ago
Optim: grab TerrainHeights via indirect batch 1k waves perf test used to take 3ms, now 2.3ms Tests: ran unit tests
2 Months Ago
Show range with a custom material. Use Graphics.DrawMesh rather than spawning an actual prefab. Cach property block, mesh and material stuff on the guide renderer
2 Months Ago
Merge from fix_texture_streaming_2: Assertions
2 Months Ago
Update: gathering OceanSim's water heights in indirect way - Also fixed the OceanSim's GetHeightsJobIndirect job as it works on world positions, not uvs This allows me to convert the rest of the logic to Burst jobs. Tests: ran unit tests
2 Months Ago
Cleanup access to texture streaming related variables to prevent accidentally waking up the streaming system when we don't want to. Also added some experimental assertions to make sure no textures are currently loading when texture streaming is enabled.
2 Months Ago
Moved the code into deploy guide renderer instead
2 Months Ago
fixed seam
2 Months Ago
- Update timing of zigzag attack - Fix rotation not being handle properly when using root motion tracking - Reduce senseless croc jaw snap spam
2 Months Ago
re exported crocodile intimidate attack anim
2 Months Ago
merge from main
2 Months Ago
Update: Bunch of utility Burst jobs for WaterLevel.GetWaterLevels outstanding jobification Tests: none, they are not plugged in
2 Months Ago
When placing a sprinkler, a sphere will now be visible indicating its range
2 Months Ago
Added 4K textures and materials for cinematics
2 Months Ago
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2 Months Ago
Textures changed from silver to gold, tweaked animations, changed proportions, added icon and optimized textures for Rustige Egg G variant
2 Months Ago
- Fix crocodile jaw snap not doing damage - Fix crocodile doing nothing when the prey is very close and it's intimidating - Fix crocodile not looking at prey while intimidating
2 Months Ago
some more minor dirt adjustments
2 Months Ago
Make slashes cause smaller decals than blunt, cause that makes sense
2 Months Ago
Merge from camphysical_taa_support
2 Months Ago
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2 Months Ago
Added client check when checking for taa support to fix server compile errors
2 Months Ago
Blunt effects now support non uniform scaling (skew)
2 Months Ago
Added random rotation modifer to all bullet decals
2 Months Ago
Ensure all stab effects have rotation modifers on them
2 Months Ago
Merge from camphysical_taa_support
2 Months Ago
Fixed a few bees briefly escaping from the next jar after a grenade throw.
2 Months Ago
Further refinements to slash effects
2 Months Ago
Update: Use NativeArray for TerrainTexturing.ShoreVector storage of distances and vectors - Had to add an editor-only safety check for WaterCamera for a super rare exception Tests: Played procgen and Craggy in editor. Forced a bunch of domain reloads to validate WaterCamera doesn't break anymore
2 Months Ago
updated topology masks for jungle ruins, s2p ruins
2 Months Ago
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2 Months Ago
Fixed metal ore scale issues
2 Months Ago
exported crocodile static and run death anims and updated intimidate attack anim
2 Months Ago
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2 Months 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
2 Months Ago
updated croc ragdoll prefab to look less goofy.
2 Months Ago
Decouple look-at and spine-deform when enabling on a per animation basis (fix spine deform being disabled inadvertently)
2 Months 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)
2 Months Ago
Added TAA support to cam physical
2 Months Ago
- Fix crocodile diving instantly, dives at plausible speed - Fix crocodile spine procedural anim always being disabled
2 Months Ago
merge from fogmachine_optim
2 Months Ago
merge from cwb_kettle_harvesting_tea
2 Months Ago
merge from recipelist_reorder
2 Months Ago
merge from Item_Descriptions_update