reporust_rebootcancel

131,307 Commits over 4,232 Days - 1.29cph!

1 Year Ago
Make bursts feel more natural
1 Year Ago
added mask to 3p shields animations so the prop bones are used and edited shields held postions/holster postions
1 Year Ago
Don't upload "breaking server rules" from the server either
1 Year Ago
Add option to report players for breaking server rules via the F7 menu - events will only be sent to game servers
1 Year Ago
First pass on making scientist aiming feel fairer
1 Year Ago
missing cleanup
1 Year Ago
changed carving/smoothing to use a flat-ended capsule (sphere where the carve starts but with a flat cap) and use a constant depth, oriented to the player's view when carved - makes carving feel more consistent at different carving sizes as you couldn't easily see how deep the carve would have been before
1 Year Ago
- Improved raise power - Adjusted angular drag
1 Year Ago
Ensured drawbridges can also be repaired again
1 Year Ago
▊▋▆▋▅: ▊▇▌▋▉ ▊▆▉▋▇ ▍▋▆▉▌ ▅▍▄██▊▇ ▄█▇ ▆▌▍▊▅▄▉▊::▅▊▍▅▄▊▇▌▅▄ ▇▆▄▊ ▅▉▄▋▋▋▇ ▉ ▆▆█▇▆▋▇▍▉ ▇▇▄▅▌, ▌▍▍▇▄▉█▆ ▋▆▆▊▋█▉▇▆▌ ▆▊█▊ ▋▊▇▊▉▆▉▍ ▌▄ ▉▇▊▅▌▇▊ ▌▄ ▍█▅▄▊▄▌(▇▆▄▉▋██▆ ▅▆▍█▍ ▆▋▌█ ▆▅▇▌▇▉▍▆█ ▉█▆▉▉▋▉▋) ▌▆▌▆▆: ▄▌█▍▉▇▅▌ ▌▆▊▋▌ ▉▊▍▍▊▅ ▇▇▌ ▄▍▉ ▊▆▌▆▇█ ▍▅ ▄▄▉██▍. ▊▄▉▋ ▆ ▉▌▋▅ ▍▋▌▉▋▍▍ - ▆▌█▇▍▄▇▊ █▋▊ ▊▋█▅▉ ▉▋▉.
1 Year Ago
jungle_ruins_b progress
1 Year Ago
Ensured siege tower can be repaired again
1 Year Ago
siege_weapons -> primative
1 Year Ago
Added the base for the custom TAA post-process
1 Year Ago
- Greatly improved the raise command on siege tower - Stopped draw bridges trying to reverse open
1 Year Ago
jungle_ruins_b first iteration layout added a proxy mesh for the croc to design around
1 Year Ago
- Fixed string equality offset bug in StringView - Double maximum MenuTip length, and truncate post-richtext filter - Removed debugging character from rich text filter.
1 Year Ago
...and EnforceShadowDistanceBounds
1 Year Ago
Fix NRE caused by new scientist missing a component that wolves have
1 Year Ago
Remove old shadow distance
1 Year Ago
▆█▊▍▄▌▆▌ ▉▌▇▆▆▇▋ ▋▅▅▄▌▋ ▉▄▆▊▄▌▍ █▌▉ ▅▋▅ ▌▆▊ █▄█▅▅▋▊▍, ▄▄▌▉▌▍█▅ ▌ █▋██▇ ▍▍▇ ▇▊ ▆▆█ ▄▉▉▄▋▄▉▋ ▉▋▇▆▊▄▄▇ ▊▌▄▄ ▌▋▄ ▋▆▅▅█▋ ▌▄▇▊▉▄▆ ▍▋▆█▉▅▍▍▅▅ ▊▍▍▍▋▋▆ ▅▉▆█ ▋▌▊▍▅▍▋ ▊▄▊▅▍ ▋▇▌▊▊▉
1 Year Ago
Bunch of texture streaming related setup/rework. Rewored AdjustTextureStreamingBudget() to take budget directly from convar. Added streaming budgets to presets. Fixed bug with preset editor and non-UI linked convars.
1 Year Ago
Spine IK groundwork Tweaked head IK leaning Moved the horse center of mass back to give that laggy ass feeling Start moving forward a lil bit after rotating in place
1 Year Ago
Remove new detail metallic map from decals to stop errors for now
1 Year Ago
reverting 108949 - caused compilation issues
1 Year Ago
▇▉▋▇▇ ▄▊▇█ ▊▌_▍▉█▌_▄▄▉▉▇█▇▅▆
1 Year Ago
Fixed DeferredMeshDecal NRE when spawning hex-a-gone tiles
1 Year Ago
Clean: further comments Tests: none, trivial change
1 Year Ago
Clean: fixed comments They got out of date from my initial experiments. Tests: none, trivial change
1 Year Ago
updated vm improvised/reinforced and wooden shields override controllers with the correct anims
1 Year Ago
Optim: reimplementing List.Compare extension via hash->sort approach - Only implemented for ref types for now, but can be extended to value-types as well - Has a limitation of requiring no duiplicates in queries lists - Dependent on the hash quality - we have a slow, quadratic path when a hash collision occurs - Measured performance - largest case (2048, 512) is an order faster than previous impl (0.75ms vs 12.5ms) Goal was to reduce the number of hash lookups from the original algorithm and to reduce it's quadratic nature. Tests: Ran the unit tests - all pass
1 Year Ago
Update: rewrote ListExtension test to soon-to-chan - Also added a perf test - Measured initial implementation's timings - (2048,512) takes 12.5ms on average I've been working on an optimization that requires me to use ref-types rather than value-types Tests: run the test in editor, all cases pass
1 Year Ago
fixed backwards WriteOnly/ReadOnly attributes on job and changed bad naming that caused it
1 Year Ago
▅▍▇▋▍ ▉▇▆▍ ▅▄▉▆
1 Year Ago
Remove redundant allies vislog
1 Year Ago
Use convars directly in debug aiarena script when ppossible instead of running commands
1 Year Ago
Add vislog to confirm that fallback roam EQS works correctly
1 Year Ago
Combining back wheel of ballista base
1 Year Ago
ruin_a backup
1 Year Ago
merge from fix_swamp_water_reflection
1 Year Ago
prepatch phases, codegen and manifest
1 Year Ago
Fixed asset labels on all new shields, manifest
1 Year Ago
Only apply auto turret behaviour when actively bocking with the shield
1 Year Ago
Some protection value changes If an auto turret is aiming at a person using a shield, adjust the targeting to shoot at the shield Adjusted improvised shield collider
1 Year Ago
Update attack loops on reinforced shield
1 Year Ago
One more delete
1 Year Ago
Delete animator controllers for wooden, reinforced and improvised shields There are overrides setup for each shield viewmodel variant, we should be using those
1 Year Ago
Both head look system working in tandem: one for direction and one for point of interests (players, food, ...)
1 Year Ago
Horse proper headlook setup, disabled old headlook
1 Year Ago
Horse mountable blend tree tweaks