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119,259 Commits over 4,018 Days - 1.24cph!

10 Years Ago
Impact path decal/FX.
10 Years Ago
Added scrary as fuck object pooling to ProtocolBuffers, which touches every inch of code
10 Years Ago
New grass impact FX.
10 Years Ago
Grass impact decal
10 Years Ago
No using System.Collections.Concurrent
10 Years Ago
Run GC before the loading screen disappears (join, respawn)
10 Years Ago
Forest impact decal/FX
10 Years Ago
Protobuf update
10 Years Ago
Protobuf update
10 Years Ago
Protobuffer CodeGenerator update
10 Years Ago
Profile PlayerLoot.SendUpdate()
10 Years Ago
Fix looting corpses from any distance
10 Years Ago
Effect changes compile fix Spawning effects with DecalRecycle is also okay (not just EffectRecycle)
10 Years Ago
fireballs use proper sound balancing (no dynamic memory allocations, no physics calls, better performance)
10 Years Ago
Reworked EffectRecycle to also perform action on effect destroy (parent detach etc) Ragdolls properly inheret all effects that were parented to its parent Don't spawn effects that don't have a EffectRecycle component (because they don't get destroyed!)
10 Years Ago
Fixed warning in Gib class
10 Years Ago
Merge from collider-batching (beware dev servers, hide yo savegame backups)
10 Years Ago
Pool allocator clear resets allocation counters
10 Years Ago
Merge from main
10 Years Ago
Cleanup
10 Years Ago
Pool allocator improvements
10 Years Ago
Log NPC deaths (debugging) Added GC collections to server console TimeWarning highlights if a GC occured inside it Tweaked NPC metabolisms Reduced aihandlerms to 5ms by default (from 50) Hide "Skipping profile frame..." in server console Reduced footstep effect distance (test) Increased calorie consumption Fixed sleeping player models not showing in TestLevel (cuz they were technically dead)
10 Years Ago
Batch all colliders after loading a save
10 Years Ago
Unity 5.2.1f1 https://unity3d.com/get-unity/update
10 Years Ago
snow, dirt, sand decals and impact FXs.
10 Years Ago
Reenable child collider when it leaves a collider batch
10 Years Ago
Merge from main
10 Years Ago
Cleaned up gib spawning mess (made gibs bypass prefab preprocessing and caused huge effect spam)
10 Years Ago
Switch to non-batched colliders when a collider is destroyed (until the next batching update has been processed)
10 Years Ago
Snow and Sand decals and impact FX's
10 Years Ago
Added proper AI obstacles to building pieces
10 Years Ago
GameTrace uses pool allocator lists instead of lambdas RaycastHit batched collider extension methods never return null
10 Years Ago
Decal/Impact WIP
10 Years Ago
Merge from main
10 Years Ago
GameTrace samples terrain splat materials
10 Years Ago
GamePhysics uses lists
10 Years Ago
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10 Years Ago
HitInfo has GetEntity extension method that resolves batched colliders
10 Years Ago
GameTrace resolves batched colliders
10 Years Ago
Merge from main
10 Years Ago
Merge from main
10 Years Ago
Don't reallocate player lists every frame in PatrolHelicopterAI
10 Years Ago
Clamp graphics.af between 1 and 16
10 Years Ago
NRE handling
10 Years Ago
Collider batches cache their member's bounds, use them for closest point checks (fixes stability issue)
10 Years Ago
Hopefully fixes those two Savas crates that don't seem to respawn.
10 Years Ago
Blood....so much BLOOD.
10 Years Ago
Water: white/black movement lines fix attempt
10 Years Ago
more blood stuff
10 Years Ago
Bullet entry wound decal