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121,863 Commits over 4,048 Days - 1.25cph!

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
2 Months Ago
merge from consumable_gene_info
2 Months Ago
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2 Months Ago
Update: perf tests for WaterInfo/-s For 1k sample points - batch version is 4(no waves)/3(with waves) times faster than serial Tests: not applicable
2 Months Ago
Have croc exit dive if it happens to move out of the water
2 Months Ago
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2 Months Ago
- Croc dives after fleeing into water instead of staying on the surface, right now the dive snaps the depth we need to look into it - Make crocs float lower under the water so only snouth and back are visible - Prevent croc from using land animations in water, and vice-versa - Fix error from OnValidate - Run codegen to fix compile error
2 Months Ago
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2 Months Ago
Update: addding perf tests to GetWaterLevel/-s - Doesn't have cases that have water volumes, so slowest path not stressed in both cases On 1k locations batch version is 10x faster than serial(130micros vs 1.18ms) with no waves, with waves - 3x faster(3ms vs 9ms) Tests: not applicable
2 Months Ago
merge from main
2 Months Ago
merge from main (115898)
2 Months Ago
Merge from main
2 Months Ago
Fix error because of OnValidate firing during gameplay
2 Months Ago
merge from crafting_update - (Molotov fireball has a sparking effect on players fix)
2 Months Ago
merge from graphics_settings_extra_tooltips
2 Months Ago
merge from crafting_slots_rolls
2 Months Ago
merge from beehive_hammer_pickup_hotfix
2 Months Ago
merge from bee_occasional_fire_fix (what a bug)
2 Months Ago
merge from bee_nuclei_grade_fix
2 Months Ago
merge from ragdoll_squeezing_fixes
2 Months Ago
merge from amd_dlss_crash
2 Months Ago
set rustige egg g steam sitem.asset to retired-nocrate-notrade and updated manifest
2 Months Ago
refreshing terrain blend textures of jungle ruins - they are correct but somehow were not applied in procmap
2 Months Ago
strangler fig color and transmission tweaks in situ
2 Months Ago
merge from alt_food_stacking_rule
2 Months Ago
merge from cookingworkbench_fix
2 Months Ago
merge from mixing_table_ui_fix
2 Months Ago
merge from harvesting_tea_fixes
2 Months Ago
merge from master_swarm_not_dying_fix
2 Months Ago
merge from checkeggdrop_nre
2 Months Ago
merge from explosiveammofix
2 Months Ago
merge from fix_start_looting_nre
2 Months Ago
Fix NRE causing players to get kicked when they loot an empty loot container in primitive
2 Months Ago
Unsaved backups
2 Months Ago
First set of refinements to the rest of the slash details
2 Months Ago
Improvements to impact effects to alow non uniform scaling. Applied to some standard hit effects with greater variety in rotation and scale https://files.facepunch.com/ianhenderson/1b0711b1/Photos_5N3eHM2sXK.jpg