reporust_rebootcancel

134,062 Commits over 4,293 Days - 1.30cph!

10 Months Ago
remade and rebuilt gibs for Wooden Double Doors, Armored Double Doors and Factory Door
10 Months Ago
merge from largefurnaceoptimize
10 Months Ago
merge from crossbow_arrow_fix_2
10 Months Ago
merge from premium_network_error_fix
10 Months Ago
Merge from snakes
10 Months Ago
Add water depth check to ValidatePosition when re-positioning. Allow shallow water but nothing more.
10 Months Ago
Vine ddraw debug stuff
10 Months Ago
Fix delayed triggers after repositioning.
10 Months Ago
Bunch of refactoring. Fix double strikes. Reduce reposition delay.
10 Months Ago
Setup LOD on vine line renderer
10 Months Ago
Clamp max vine length
10 Months Ago
Applied same fix to double wood door, double armored door and factory door (not working atm)
10 Months Ago
Fixed doors and garage door gibs not being skinned
10 Months Ago
Merge from hackweek_reduce_copies_2
10 Months Ago
Merge from main again
10 Months Ago
Update protobuf code generator (added back ReadUInt64 overload for array/span)
10 Months Ago
Fix crocodile briefly sinking to waterbed just before exiting water, instead of smoothly transitioning from surface to land
10 Months Ago
Merge from main
10 Months Ago
merge from io_networkcache
10 Months Ago
Updated kapok mesh and prefab Added swinging vine texture Created a viewmodel vine mesh
10 Months Ago
Update wolf night eyes effect
10 Months Ago
Re-enabled network cache on RF and RC entities, not needed anymore
10 Months Ago
Enable croc eyes shining in the dark
10 Months Ago
Fix tiger and panther eyes not shining at night (eyes parented to wrong bone)
10 Months Ago
Fix tiger and panther eyes not shining at night (eyes parented to wrong bone), previous commit didn't go through
10 Months Ago
Face towards player when re-appearing
10 Months Ago
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10 Months Ago
Merge from jungle_update
10 Months Ago
Optim: use Burst to generate commands in GamePhysics.OverlapSpheres - It used to be there, but lost it during refactor Tests: unit tests
10 Months Ago
Clean: minor changes to GamePhysics - Renamed batch methods to be plural - Split GamePhysics.CheckSphere<T> to separate OverlapSpheres - added profiling scopes Tests: unit tests
10 Months Ago
Fixed vine renderers not spawning on proc gen
10 Months Ago
merge from high_walls_skins
10 Months Ago
Added a fallback error for ShowBlockedByEntityToast, used when GetBlockedByErrorFromEntity returns nothing
10 Months Ago
Merge from jungle_update
10 Months Ago
Obscure vision overlay improvements
10 Months Ago
Merge from blowpipe
10 Months Ago
Update: move RemoveTerrainMask to GamePhysics Tests: unit tests
10 Months Ago
Update: move GenerateCheckCapsuleQueries to GamePhyics and utilize Tests: ran unit tests
10 Months Ago
Update: split GamePhysics.CheckCapsule<T> - forbid CheckCapsule(batch) from returning ColliderHits - this is to better represent relationship to non-batched CheckCapsule Tests: unit tests
10 Months Ago
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10 Months Ago
Move the npc radius check after the filter radius check in the spawning flow, as it's cheaper if we early out at the filter stage
10 Months Ago
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10 Months Ago
Fix too few crocs and tigers, new spawning filter
10 Months Ago
Fix NRE set line renderer state (was causing fake physics ropes to break occasionally and not render)
10 Months Ago
- Fixed budgetted visuals not working when vine needs to move its end point to point in the destination (still not perfect) - Auto set rope length in SwingingRope instead
10 Months Ago
resized the jungle building skin textures to final rez - fixed floor.triangle missing its jungle skin script
10 Months Ago
Missed Snake Spoiled Meat Material file
10 Months Ago
Setup Snake Raw, Spoiled and Cooked Meat Updated Snake Raw Textures
10 Months Ago
Added ladder trigger volume to zigg water tank
10 Months Ago
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