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134,729 Commits over 4,324 Days - 1.30cph!

1 Year Ago
Restore siege weapons research costs
1 Year Ago
merge from batteringramdoor_nre_fix
1 Year Ago
merge from highwalls_recipe_fix
1 Year Ago
render actual shadow map for cloud on world shadows, better weather noise, decompress detail noise (artifacts are too noticeable with compression, need to look into further)
1 Year Ago
Fixed BatteringRam.MoveToNormalBreakForce server NRE
1 Year Ago
Duplicated and null ingredients ItemDefiniton tests
1 Year Ago
Fixed ice high wall double ingredients
1 Year Ago
merge from highwalls_recipe_fix
1 Year Ago
1 Year Ago
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1 Year Ago
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1 Year Ago
Clean: removing unused WaterFactorForPlayer that didn't return WaterInfo Tests: compiles in editor in SERVER+CLIENT mode
1 Year Ago
Bugfix: ensure we cache WaterInfo for players that use various vehicles Some vehicles have custom logic to check how submerged the player is, and we would miss the water info taht was used to calculate it. Tests: tested via DPV - submerged factor was 1 and waterinfo was valid (before it would report factor of 1, but invalid waterinfo).
1 Year Ago
Update: BaseMountable.WaterfactorForPlayer can now return WaterInfo - allows further reusing of the same water info down the line I actually need it to make sure all our player's cached values are correct - will fix in next submit. Tests: none (as it's not in use in this CL)
1 Year Ago
Codegen/manifest to get bet branch working again
1 Year Ago
Phrase update
1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
Clean: fixing profiling scope name Tests: none, trivial change
1 Year Ago
Fixed battering ram arm not hitting decor colliders If no entity is hit, it now checks for decor colliders and considers them valid targets, triggering impact effects/animations etc Toned down the collision damage
1 Year Ago
Update: FinalzieTickParallel now uses batched WaterFactors query - had to add more fork-join-style code to deal with batching This allows us to sample water information for all relevant players as a burst job (and there's further untapped potential). Next up is trying to batch and jobify physics checks. Tests: played in a solo session with parallel processing enabled - running, driving, swimming worked normal. Played back all of my server demos with analysis enabled - no new violations detected.
1 Year Ago
Prevent tigers from being too easily stunlocked by fast firing weapons
1 Year Ago
Bugfix: use the right allocator for a waterlevels batch - This revealed that we have an Application.isPlaying check that prevented this from being detected via unit tests Tests: ran unit tests (but they're useless in this case), ran all demos that use the new code(yet to submit) - no more exceptions
1 Year Ago
Experiment: Set streaming mipmaps memory budget as a percentage of available VRAM, rather than calculate it based on texture load.
1 Year Ago
properly force resetting player entity rotation and view angles for remote players when dismounting
1 Year Ago
Beehive now stings you if you take honeycomb
1 Year Ago
exported tiger vm kill and run hit additive anims
1 Year Ago
Continued work on zigg exterior. Desaturated couple of test textures slightly. Minor set dressing.
1 Year Ago
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1 Year Ago
Actually assign the hit anim...
1 Year Ago
Setup snake hit state and triggers. Added client hurt rpc.
1 Year Ago
Scene updates with debug controller player
1 Year Ago
Updated customspineoffsets for ak and sar
1 Year Ago
Update: able to get WaterFactors for players as a batch operation - internally splits players into sequential queries(vehicles, parenting) and a batch query Another building block covered, I should be able to rewrite caching of water factors step of FinalizeMove(next submit). Tests: just editor compilation, I need to adapt rest of code to work with it.
1 Year Ago
Setup extra anim state between alert and idle. Animitor tweaks.
1 Year Ago
Update: BufferList - new utility methods - Resize - to explicitly control internal capacity - ContentSpan, ContentReadOnlySpan - shortcuts to create a ro-/span over the active part of the buffer Need both as I'm using it further in batched player processing operations Tests: none, trivial changes.
1 Year Ago
cookingv2 -> bees
1 Year Ago
Fixed incorrect purchase history calculation
1 Year Ago
Merge from main
1 Year Ago
exported more snake anims
1 Year Ago
updated ak entity hold info offset
1 Year Ago
Compile fixes
1 Year Ago
Auto refresh item lists when convar changes
1 Year Ago
Added environment volume support for objects rendered via the forward base pass
1 Year Ago
Reapplied 112676 - Don't allow deployed firebomb to be deployed in water because science (stomped in 112706)
1 Year Ago
Admins can now toggle displaying hidden items in F1 menu. Added ItemDefinition.Hidden() which includes admin and new convar check. Added admin.show_hidden_items convar.
1 Year Ago
updated ak47 entity hold info offset
1 Year Ago
fixed horse ragdolling twice due to damage events not having been cleared from before ragdolling
1 Year Ago
exported crocdile sprint, sprint attack, intimdate and turning anims