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123,981 Commits over 4,171 Days - 1.24cph!

11 Months Ago
Fix wolf mesh not being culled on client when occluded
11 Months Ago
Use side anchors rather than central one
11 Months Ago
Added temporary rope material
11 Months Ago
Reduced thickness of tow rope, as well as ampliitude of wind
11 Months Ago
Fix for hands clipping through glove mesh in: Burlap Gloves TacticalGloves LeatherGloves NinjaSuit
11 Months Ago
Optim: Remove editor-only per-decal Update callback - They've all been consolidated to DeferredDecalRenrerer by tracking Undo history changes This saves about 1.5ms during Update stage (in reality it's a bit less because of profiling overhead). Tests: On Craggy ran around and validated I could still see footprints. Spawned them manually and tweaked settings and moved it's placement(ok) - trying to delete placed decal starts an exception loop(pre-existing bug, will fix next)
11 Months Ago
Use cliententities rather than serverentities to find other towing visuals
11 Months Ago
merge from qol_map_marker_num -> main
11 Months Ago
Fix wolves not stopping when ai.move is set to false while the server is running
11 Months Ago
Added Catapult Explosive Ammo FBX, Materials, Textures Setup Basic Catapult Explosive Ammo Prefab
11 Months Ago
Re-setup catapult for towing visuals
11 Months Ago
siege_weapons -> siege_weapons/visual_towing
11 Months Ago
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11 Months Ago
Replaced small rock formations in the world setup
11 Months Ago
timed_explosive_hit_normal -> main
11 Months Ago
Added normals header
11 Months Ago
timed_explosive_hit_normal -> main
11 Months Ago
Flip if statement to use checkbox first (prevents a .HasValue() call unless matches normal is actually on)
11 Months Ago
Cache hit normal on projectile impact. Try and use this hit normal should it be valid and explosionMatchesNormal is ticked
11 Months Ago
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11 Months Ago
deleted unused model prefabs
11 Months Ago
3p anim updates
11 Months Ago
Organised TimedExplosive's 200 properties into some groups to split up a wall of text in editor (rip muscle memory)
11 Months Ago
npc_spawn_on_cargo_fix -> main
11 Months Ago
Early return
11 Months Ago
Handle cargo switch off in npc spawner rather than cargo. Ensures more consistent behaviour
11 Months Ago
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11 Months Ago
Easier to target catapult ammo storage Increased reload time
11 Months Ago
Merge: from main Tests: none (trivial merge)
11 Months Ago
Improved catapult deployable prefab sockets Easier to deploy on uneven terrain
11 Months Ago
Merge: from vehicle_optims Saves 0.5ms on a 6k world by avoiding iterating over unmounted mountables Tests: On craggy drove a kayak. On 6k world confirmed that the profiling scope shrunk to 0
11 Months Ago
blocking off large oilrig passage
11 Months Ago
merge from main
11 Months Ago
Merge: from main Tests: none (trivial merge)
11 Months Ago
Optim: Avoid trying to sync non-mounted mountables - Implemented via a mounted-queue that gets populated when a vehicle/animal is mounted This saves 0.5ms on a 6k world map with no players riding vehicles. Tests: on Craggy rode a kayak and validated player transform sync was happening via profiler. Loaded 6k world and validated that the original 1.3k item queue was gone.
11 Months Ago
moved splitter boxes out of the way in excavator
11 Months Ago
- Make sure to cancel pulling if the pulling player dies or is disconnected - Additional server side checks - Added pulling speed modifiers on ballista and siege tower
11 Months Ago
Decreased catapult fire recoil force when the handbrake is off
11 Months Ago
merge from siege_weapons/speedmod
11 Months Ago
Missing modifier type
11 Months Ago
Merge from speedmod_cherrypick
11 Months Ago
Cherry pick 104487 (movement speed phrase)
11 Months Ago
Setup modifiers on catapult
11 Months Ago
Merge from speedmod_cherrypick
11 Months Ago
Don't expire modifiers that have no duration. Max of one interaction source per modifier type.
11 Months Ago
wip applying speed modifier to pulling players
11 Months Ago
Update: Reducing access to BaseMountable internal state - Mods can workaround by using existing API Future optim depends on internal state being tightly controlled, so this makes it easier to prove that it'll be safe. Tests: rode the zipline on craggy
11 Months Ago
Merge from speedmod_cherrypick
11 Months Ago
Remove log
11 Months Ago
turned wind movement off on LOD1 wall overgrowth