reporust_rebootcancel

110,875 Commits over 3,897 Days - 1.19cph!

3 Days Ago
Added Place Holder Medieval Metal Double Door Icon
3 Days Ago
Updated Medieval Metal Double Door Prefabs Changed Medieval Metal Double Door Frame texture resolution from 512
3 Days Ago
Updated Medieval Metal Double Door FBX's Imported and Setup Medieval Metal Double Door GIBS
3 Days Ago
Created Medieval Metal Double Door Material Imported Medieval Metal Double Door Textures
3 Days Ago
primitive -> Aux2
3 Days Ago
Full manifest rebuild
3 Days Ago
Set up battering ram and catapult death screen ui Fixed a minor battering ram issue with an unfilled hit info field
3 Days Ago
Deployables can now show "Blocked by terrain"
3 Days Ago
Added an entity whitelist setting to SocketMod_Sphere Ladders can now be deployed in siege weapons prevent building volume
3 Days Ago
main -> primitive
3 Days Ago
hash_conflict_planter -> main
3 Days Ago
Fixed respawning planter causing hash conflicts on sockets
3 Days Ago
manifesti_fix -> primitive
3 Days Ago
3 Days Ago
Merge: from amvienceemitter_recycle Fixes an inconsistent bug on client disconnect from a server trying to reactivate a gameobject. Tests: validated it doesn't affect entity pool warmup sequence (as we create->retire there). Using `log.level Audio 2` and a bit of 100% code-forcing the issue, disconnected 3 times: - without the fix, it was 100% generating an error on disconnect - with the fix, had 0 error reports
3 Days Ago
Bugfix: don't try to reactivate a destroyed spawnpoing in SERVER+CLIENT - Reimplemented the spawn point status based on new internal state - this retains original behavior Editor-only bug caused by my previous change of pooling behavior (destroy object instead of trying to pool it on scene unload). Tests: on Craggy spawned and disconnected - no errors. Checked BaseSpawnPoint inheritance hierarchy to ensure there's no other places trying to activate gameobjects
3 Days Ago
edited player animation.controller so the shield impact animations work correctly
3 Days Ago
merge from primitive
3 Days Ago
Battering ram compile fix
3 Days Ago
Merge: from main Tests: compiled in editor
3 Days Ago
change approach to be parallel friendly, triangles are found in parallel and then vertices are found in serial (cached by triangle edge to re-use between triangles that share an edge) - flat array layout of the SDF array is terrible for caching in this setup, but still see a benefit from this approach
3 Days Ago
merge from primitive
3 Days Ago
Fixed physics issue when building the ballista Added a position offset setting for deployable guide mesh
3 Days Ago
Siege tower deployable on rocks too
3 Days Ago
Catapult and battering ram deployable on rocks
3 Days Ago
TerrainTexturing now monitors individual terrain related settings for change, instead of the Unity QualitySettings level
3 Days Ago
Fix foliage grid bounds calculations, basic implementation of terrain maps in compute foliage placement
3 Days Ago
Change default filename. Fix export button appearing when it shouldn't.
3 Days Ago
Merge from main
4 Days Ago
Cherrypick from the smoothstep
4 Days Ago
Antihack kicks reserve a slot for queue bypass
4 Days Ago
Remove last LOD from excavator bucket wheel so the wheel can always be seen spinning - allows you to see if excavator is active from >100m away
4 Days Ago
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4 Days Ago
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4 Days Ago
Battering ram broken state loading
4 Days Ago
merge from fix_copy_paste_wires -> main
4 Days Ago
Fix auto-snap not being disabled when client convar is disabled
4 Days Ago
Remove debug logging from copy paste
4 Days Ago
Fix wires being at wrong height when paste is auto-snapped to the terrain
4 Days Ago
Battering ram door loading
4 Days Ago
merge from fix_quick_craft_multiple -> main
4 Days Ago
Restore propane bomb world model
4 Days Ago
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4 Days Ago
merge from main
4 Days Ago
- adjust ray march step count for the different quality levels, 128 at highest, 56 at lowest - add jittering to ray origin to disguise artifacts from lower step counts, with jittering intensity reduced towards horizon to prevent too much noise - fix slow render target resizing - fix reprojection issues - adjustments
4 Days Ago
Battering ram door joint can now break When breaking, we spawn a door server gib
4 Days Ago
Update: added search support to bin snapshot viewer I think I have all I need to explore the broken profile Tests: opened the borked profile snapshot
4 Days Ago
Siege tower doors now reverse backwards if theres something in the way whilst opening
4 Days Ago
mutelist_expose_steamid -> main
4 Days Ago
Expose users steam ids on chat.mutelist