reporust_rebootcancel

129,093 Commits over 4,232 Days - 1.27cph!

10 Months Ago
Merge from cmbrainenabled
10 Months Ago
Fix cmBrainForceDisable convar running in edit mode
10 Months Ago
Merge from main
10 Months Ago
Spawning, initial stats
10 Months Ago
Ensure techtree filters out items that are not allowed in the era - items don't move into the correct location yet but at least you only see items you can craft in the current era Optimize opening tech tree to make it 4x faster - 500ms -> 130ms lag spike - 55MB allocation -> 13MB allocation - initially thought it was above changes causing it but was long standing issue
10 Months Ago
Ram impact interior FX.
10 Months Ago
Merge from primitive
10 Months Ago
Fixed swapping seats blocking the horse Passenger can't send local input to the horse
10 Months Ago
Fixed door skins skin ids
10 Months Ago
Add menu item for "Update Game Manifest (optimized)" to allow you to use the faster generate manifest optimization in the editor (instead of only on the build server)
10 Months Ago
merge from primitive -> primitive_gm
10 Months Ago
Distortion voodoo to fake the rammed wall shaking on impact.
10 Months Ago
Merge from industriallights_skins
10 Months Ago
merge from primitive_gm -> primitive
10 Months Ago
Don't show train tunnel markers inside monuments on the map when underground tunnels is disabled (since they are blocked off with debris)
10 Months Ago
Some tests on changing the catapult boulder for a scatter shot
10 Months Ago
Change reward of shark hunt mission (since it gives out jackhammer but those are loot only now) - 1 icepick + 3 med syringe instead
10 Months Ago
Change reward of "free crates" diving mission in primitive era - used to be pump shotgun, but that's restricted now - instead give 1 combat knife, 1 small backpack, 1 compound bow + 32 arrows
10 Months Ago
Add support for missions to return different rewards in each era
10 Months Ago
Update light skin ids so they don't conflict with primitive
10 Months Ago
Merge from parent
10 Months Ago
Merge from main
10 Months Ago
Added a dedicated TerrainCollisionProxy collider for the horses
10 Months Ago
Merge from main
10 Months Ago
Removed custom rotation pivot on the snake mask, re-enabled the 3d view in the store
10 Months Ago
Fixed horses standing on trough in ranches S2P both ranches
10 Months Ago
Make sure to include any passenger when ragdolling the horse driver
10 Months Ago
Fixed horse double saddle culling
10 Months Ago
Forgot a file
10 Months Ago
Closed battering ram cockpit door Scaled up the wheel a lil bit and added suspension Fixed battering ram not using its VehicleChassisVisuals Updated BatteringRamVisuals to move the axles Cleaned up BaseSiegeWeaponVisuals
10 Months Ago
Updating more player seeds to v4 rig
10 Months Ago
fixed slight gaps around wall frame semi circle on swirling wallframe
10 Months Ago
merge from main -> primitive_gm
10 Months Ago
Merge from main
10 Months Ago
Merge from main
10 Months Ago
Merge from main
10 Months Ago
Updated workspace to Unity 2022.3.55f1 (all builds have already been switched over)
10 Months Ago
Fixing scoop not being skinned on battering ram
10 Months Ago
merge from primitive -> primitive_gm
10 Months Ago
updated minicrossbow 3p anims to match viewmodel
10 Months Ago
Clean: DemoServer - removing custom tick vizualization logic It should be via IDemoAnalyzers, rather than some randomly sprinkled seasoning Tests: editor compiled in Server mode
10 Months Ago
Updated catapult world colliders, tweaked wheels stiffness
10 Months Ago
Update: ServerDemoPlayer - players now move based on tick history - Added recording of userIds to full server demos (need to match against players in saves) - Added a callback for when world loading is done to do any additional logic (in demo case, matching players) Tests: played back a 30s demo from Craggy
10 Months Ago
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10 Months Ago
- Experiments with ballista - Missing prefabs
10 Months Ago
Fixed ballista reload end sound not playing
10 Months Ago
merge from main
10 Months Ago
made minicrossbow reload anims quicker, from 97 frames to 70 frames
10 Months Ago
defer gravity death to avoid immediate component destruction in physics callback - also fixed drag issue causing inconsistent fall damage in some cases