reporust_rebootcancel

127,449 Commits over 4,201 Days - 1.26cph!

8 Months Ago
- Add Progress bar to Honeycomb generation - RPCs added with client prediction - Cleanup NucleusGrading code
8 Months Ago
Add item ownership to items horses poop - uses breed's name as the username - doesn't actually do anything because poop is stackable, planning for future if they poop different unstackable items
8 Months Ago
▅▋▋▍▄▊▆▊▋ ▉▌▍▄ ▅▉▄▍▋▋ ▉▇▉▌█▅ ▅▊▄▊ ▍▍▌█ ▇▊ ▋▉▍ ▊▋▉█▅▆ ▄▄ ▅▇▆▆▄▊▄▉▉▉▌▆▌, ▌▄ ▅▍▌ ▉▄▉▋ ▉▋█▍▄ ▍▄ ▌▇▊█▅▄▆▌▇▌ ▇▌ ▌▌▄ ▍▆▅▌▊▇█ ▇▊▄ ▉█▋▉ ▌▄▊▄ ▉▊▅▅ ▌▋▌▌ ▇▊▍ ▆▅ ▊▌▉▌▅▌ ▆▆▊▇▄ ▍▇▉▉ █▆▉▌▋▋ ▆▅▌▋█▇▍▌▄ ▌██▌▌▉▆▊ ▊▆█▋▌ ▆▅ ▅█▅▆▇ ▄▅▅▉ ██▋▋▅▋. █▆█▊▉▊▉ ▉▋▍▆ ▊▌ ▉ ▆▍▇ ▌▊▉ ▍▅▊▉ ▍▊▆▍ ██▌+ ▉█▌▋▅▇▆ ▋▉▊▍█▇ ▅▇ ▇▉▆ █▄▌ ▄▉▌▆▉▍▊▌▇▊, ▅▇▅▊▅▍▋▅▊▅ ▅▅▍▄▋▇▇▊▇ ▋▊▍ █▍█▌▄▉
8 Months Ago
Transfer item ownership when explosives are picked up - this doesn't apply yet because C4 & satchels are stackable but laying the code down ahead of time
8 Months Ago
Add ownership to ItemModRecycler (no prefabs use this but better to be safe)
8 Months Ago
Set item ownership to keycards that are picked up
8 Months Ago
Add item ownership when animal head is beheaded with a skinning knife
8 Months Ago
Set item ownership for resources that use RandomItemDispenser instead of ResourceDispenser
8 Months Ago
Add item ownership when collectible is picked off the ground
8 Months Ago
Add item ownership for items produced when car is shredded
8 Months Ago
Add item ownership to plants harvested
8 Months Ago
Fix item ownership not applying to finishing bonus
8 Months Ago
Set item ownership of photographs taken by the camera
8 Months Ago
Set item ownership of cassette tape to the player who made the recording
8 Months Ago
▇▇▆ ▋▆▉▉▅▌▍▌▆ ▋▇ ▄▊▊█▇▋▇▌▇▆ ▊▉▋▌█▌
8 Months Ago
Add ownership for gifts that are wrapped
8 Months Ago
merge from main, fuck fuck Plastic or whatever we call it now..
8 Months Ago
Try without merge tracking, ignoring subtractions
8 Months Ago
Untangle bad merges - maybe
8 Months Ago
▉▄▉█▇▍▉▉▉▍ ▋▊▅▊▇▋▄
8 Months Ago
Only show the repair UI to the corpse owner Changed softcore gamemode convars
8 Months Ago
▍▊▄▇▄ ▊▇▄▍▄▄
8 Months Ago
Cooking table progress
8 Months Ago
added and updated some crocodile animations
8 Months Ago
Seed variants for sunflower, rose and orchid
8 Months Ago
▋▆█▊█▊▋▄▍ ▅▅█▆▌▆ ▊▉ ▉▊█▅ ▄▆▌▇▅▄ ▍▌▉▉▉▋▇▍▄ ▆█▄ ▊▉▊▌ ▌█ ▊▌▋█ - ▅▉▄▊▊▋ ▋▍▊▇▇▉▌▆█▉▉ ▋▌▌ ▅▇▅▉▄▌ ▉▅█▇ ▊▆▇█▋▄█ - ▍▄▊▆▄▉▄▊▄▋ ██▆▍▍▄ ▌▇▋▇▉▊▋▅ ▊█▆▋▅ ▅▇█▇ ▄▊ ▊▆▊▅▋▄▌▍▅ ▄▊▆ █▊▅█▅ ▍▊▍▆▇█▉▉▇▇▉▌▇ ▍▄▅▆▆▌▅ (▅.▍ ▆▊▊▊▅▍▆ -> ▌.▄▍▊ ▆█▋▅▇▇▋ ▅▉ █▋▇▄▋▅▊▄▅█ ▇▇▍)
8 Months Ago
Added correct data path and log path when checking for DLSS support
8 Months Ago
merge from fast_debug_draw (fix shader on metal)
8 Months Ago
Update: ServerDemoPlayer - report errors if failing to find entities Need to verify if my previous changes are working in more complex scenarios. Tests: none, trivial change
8 Months Ago
fast debug draw: skip geometry shader on metal
8 Months Ago
experimentally routing calls to queries from a non-burst context to run a burst compiled job on the main thread and calls from burst contexts to directly run the code - uses a mixture of BurstDiscard and compiler hints to avoid compiling any branching into burst-compiled code - twice as fast than just burst compiling the function calls and calling it directly from managed/non-managed contexts - at least 10x faster for larger queries in worst cases (empty grid) and negligable difference for small queries
8 Months Ago
merge from main
8 Months Ago
Added some polygons to the cooking workbench liquid bottle that was looking a little PS2.
8 Months Ago
Update: FullServerDemo - detect full network ID range used in demo Replaces old invalid system of just reserving a constant chunk Tests: played back all demos that I have - all valid.
8 Months Ago
Add terrain blend layer to standard 4-way and packed mask blend, reduce terrain sampler slot usage
8 Months Ago
▋▉█▋▄▉█ ▉▄▊▆▉▇▍▅ ▆▌▆▄▉▄ ▇█▋ ▄▇▇▊▉▍▄▉, █▋▍▄▅▋▄ ▉▍▆ ▋▆▇█▄▇▆▄ ▌▊▍▍
8 Months Ago
Interior set dressing, tweaks to floor material in zigg scene
8 Months Ago
mauritia flexuosa M variant with LODs and billboard, materials initial commit
8 Months Ago
▅█▉▆▍▇▇ ▄▆▄ ▄▄ ▉▆▆▍▍▍ ▌▌▅▊▆▇▇▌▆▇ ▉▇ █▊▊▉▉▋▇ ▍▌▉▉ ▆▋█ ▊▆▊▆▉▅▄
8 Months Ago
Temporarily disabling DLSS/DLAA due to crashes
8 Months Ago
Update: FullServerDemo - support client RPCs for transient entities Implemented via an extra parse of demo stream, but should be okay since it's an editor-only process. Tests: Played the same demo where I collected wood - previously it quietly failed, now player got attributed resources.
8 Months Ago
Roadsign glove tweaks
8 Months Ago
Eye controller fixes
8 Months Ago
merge from main
8 Months Ago
Continuing work on zigg scene
8 Months Ago
Corpse inventory saving/loading Added workbench corpse
8 Months Ago
merge from terrain_ignore_grid
8 Months Ago
Added GibSimulator, tool to simulate gib physics in edit mode - helps creating container corpse prefab Not tied to Gibbable for now, still wip
8 Months Ago
Merge from main
8 Months Ago
Update: FullServerDemo - try to handle transient(not in the savefile) Entities - Record an entity snapshot once per demo chunk if sending specific messages - Positions, Flags, RPC(both server-sending and recieving) - DemoTransientEntities are not sent if we've sent an entity snapshot via Entities message during active chunk - Fixed not handling demo messages that can have 0 connections associated with it - Fixed incorrectly aborting on "unknown" message type when types are related to demo-specific messages. In theory this should allow us to avoid missing entities scenarios when playing back, which helps with determinism. But the server-recieving-RPC scenario needs more work - we record the transient snapshot after we recorded an RPC from the client, so I need to implement look-ahead in demo playback (or do what client demo playback does and index the demo). Tests: on Craggy in editor recorded a full server demo where I'm looting a wood-collectible. During playback it spawns, but doesn't get removed