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111,193 Commits over 3,928 Days - 1.18cph!

59 Days Ago
cleanup and correct ref access to ref readonly access where appropriate
59 Days Ago
- SyncVar write and send methods - Start of codegen
59 Days Ago
move ApplyBlend4WayLayer into StandardLayers
59 Days Ago
Better jump controls Client head IK tweaks
59 Days Ago
add blend layer support to localcoord diffuse shader
59 Days Ago
Added a buryyable loot container. Use the shovel to bury, and metal detector and shovel to find and dig up again.
59 Days Ago
- BaseNetworkable & EntityComponent methods - Remove ServerManager receive method for now - Fill out client receive method for sync var - Handle message case in Client.Connection
59 Days Ago
- Added attribute (toggleable client authority) - Limit SyncVars to a set of 14 specific types - Static helper methods
59 Days Ago
Horses can jump (wip) Tweaked server colliders
59 Days Ago
- Added packet id - Handle message case in ServerManager - Initial OnSyncVarMessage method
59 Days Ago
Updated vine tree greybox
59 Days Ago
Handbrake so we don't slide down slopes Somewhat working gravity
59 Days Ago
merge from main
59 Days Ago
Baseline Horse movements using physics like vehicles
59 Days Ago
Update: allow specifying the name and how many frames to collect for perf snapshot - We support max 10 frames of recording, so frames input gets clamped - Also left a note for future maintenance Tests: exported multiple snapshots in editor with 1 and 11 frames
59 Days Ago
set wip material as current ice material
59 Days Ago
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59 Days Ago
merge from 107278 cctvgib_fix
59 Days Ago
cherrypicking 107578 Reduce wolf population and pack size to 3, until we find a way to make DensityPopulation spawn packs without having to increase the density
59 Days Ago
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59 Days Ago
merge from brzonevis
59 Days Ago
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59 Days Ago
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59 Days Ago
Add Specular map option to Detail Layer, update shader editor GUI, add the changes to additional standard shaders.
2 Months Ago
Have wolves give up stalking after a while if not dealt damage, and give up a lot faster if they see fire
2 Months Ago
Reduce wolf population and pack size to 3, until we find a way to make DensityPopulation spawn packs without having to increase the density
2 Months Ago
Don't return a success status from the position generator as we don't project on nav anymore, so it'll always succeed
2 Months Ago
Fix target check that was inverted after refactoring target getter
2 Months Ago
Prevent player dismounting from temp ragdoll mountable
2 Months Ago
Remove unused RequireComponent attribute since components are now cached in the base state class
2 Months Ago
Use sense component member functions instead of magic extension functions to get or set the target This makes the API more consistent
2 Months Ago
Remove some state local references to components that are no longer needed since references are now kept in the parent state class
2 Months Ago
Reduced the limbs rdrag and added bounciness
2 Months Ago
Added a seat in the catapult basket that players can mount Firing will launch any mounted player Catapulted players are put in temporary ragdoll mode
2 Months Ago
Added an orientation debug gizmo to the parent nested prefab. 40mm size a little bit up again. Fully realistic size too small.
2 Months Ago
merge from siege_weapons
2 Months Ago
merge from ragdolling
2 Months Ago
Compile fix
2 Months Ago
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2 Months Ago
Kapok tree greybox and swinging vine greybox
2 Months Ago
Fixed a crash when adding/removing a lot of slacked points to a wire Fixed a wire length calculation when adding and removing a lot of points Native arrays allocation optim
2 Months Ago
Re-applied the PlayerAnimation animator changes from 107542
2 Months Ago
merge from siege_weapons (kept aux2 PlayerAnimation.controller from the shield branch)
2 Months Ago
Set battering ram wheels lod to dynamic
2 Months Ago
Switched siege tower detailed colliders to use the vehicle large layer Added construction component Added deploy volume to wooden ladders to exclude siege towers
2 Months Ago
Update: adding extra logging and sanity checking when exporting a profile snapshot For some reason one of frames from standalone gets borked - hoping this'll help track it down. Tests: exported craggy in editor
2 Months Ago
- Fixed issue causing effects to spawn inside siege tower - Removed left over mesh renderers - Renamed some colliders
2 Months Ago
Update: Gather GC.Collect activity into perf snapshot - Avoid thread id checks reaching to mono runtime to resolve it, as it's unsafe during GC.Collect Tests: did a 6k standalone perf snapshot, but didn't catch a collection event. Forced one in editor on 3rd frame, confirmed visible in perfetto.
2 Months Ago
Further changes to new siege tower model: - Setup 50%~ of the detail colliders - Fixed wheel orientation - Added catapult wheels to the tower