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128,799 Commits over 4,232 Days - 1.27cph!

1 Year Ago
S2P pumpjack monuments (trainyard, powerplant, water treatment)
1 Year Ago
missing TowingJointBreakDebug file
1 Year Ago
Move the graphics settings in the options menu into a standalone prefab Render TweakUIDropdown as a dropdown in the preset editor
1 Year Ago
merge from halloween24 - some cloth fixes and dracula cape worldmodel collider fix
1 Year Ago
Show a colour in the Preset select editor
1 Year Ago
Added TowConfig to ballista Prevent mounting and dismount any mounted player when towed
1 Year Ago
siege weapons override vehicle handbrakes when being towed - fixed towed entities not getting their tow attach/detach callbacks
1 Year Ago
Merge from main
1 Year Ago
Merge from teleportpos_improvements
1 Year Ago
fixed negative scale on dracula cape worldmodel collider
1 Year Ago
teleportpos now has more consistent behaviour: teleportpos "50 50 50" / 50 50 50 / 50,50,50 / 50, 50, 50 all behave the same.
1 Year Ago
Merge from main
1 Year Ago
server-only compile fix
1 Year Ago
client-only compile fixes
1 Year Ago
wip io research table
1 Year Ago
- Dont force wheel update code. Abstract -> Virtual - Base Siege Weapon now implements VehicleChassisVisuals Client Wheel User - Siege Weapon Wheels are stored on the shared class now - Swapped all siege weapons over to Bills new system (apart from BatteringRam) - BaseSiegeWeapon handles most of the movement logic
1 Year Ago
Commiting prototype instanced rendering that piggybacks off normal CPU batching system - hooks into normal batching system - uses normal occlusion culling system - instead of adding meshes to CPU batching, pushes meshes into arrays to be instanced rendered - uses Graphics.RenderMeshInstanced() which is slower due to copying to GPU every frame - currently same rendering speed as CPU based system, however can be optimized with multidraw & command buffers - convar `batching_instanced_mode` switches between CPU rendering and instanced rendering (to compare)
1 Year Ago
Switched ballista mounted anim to standing Added placeholder hand IK (looks painful)
1 Year Ago
Wildlife hazards can now also inflict basic damage when a hazard is failed. Setup snake bite damage.
1 Year Ago
Added min/max core temp modifier teas, which modify player clamped temperature range, as an alternative option.
1 Year Ago
viewmodel - ammo state/ choosing correct reload states
1 Year Ago
more towing strength adjustment
1 Year Ago
Cancel ballista reloading when unmounting mid-reload Reduced turning speed
1 Year Ago
applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down
1 Year Ago
Move the shield to the back while reloading a projectile weapon
1 Year Ago
Can't use the ram without starting the engine
1 Year Ago
Recache the viewmodel renderers Added a deploy delay so the player can't block immediately while the deploy anim is playing
1 Year Ago
viewmodel renderer setup
1 Year Ago
Deflated nomad suit viewmodel gloves now the hands can be hidden, fixes clipping issues on gestures
1 Year Ago
Removed allowedItems list from Mailbox, this list is now in StorageContainer
1 Year Ago
Better catapult colliders, added lootpanel prefab
1 Year Ago
Added worldmodel prefab and icon
1 Year Ago
merge from fix_quarry_animator_lod -> main
1 Year Ago
added 3p shield impact melee and impact ranged anims to player animation.controller
1 Year Ago
Fix mining quarry and pumpjack only showing their animation up to 100m away
1 Year Ago
halved twoing joint break strength
1 Year Ago
merge from main
1 Year Ago
Refactor: Further simple vehicle changes - Turned SimpleVehicleVisuals into a utility class instead. - Introduction of SimpleCarVisualsController to handle passing of appropriate settings into VehicleChassisVisuals. - Setup standard wheel update method. Retained old method of overrides.
1 Year Ago
Merge: from remove_editor_update This shaves off another 5ms from editor update times on 6k world map Tests: built all modes in editor, tested debug rendering still works on craggy and loaded a 6k proc map and checked profiler
1 Year Ago
Merge: from main Tests: built all modes locally
1 Year Ago
fixed native memory leak in OceanSimulation (only a problem if you're restarting a server in-editor a lot)
1 Year Ago
Merge from ai_wolf_iteration
1 Year Ago
Fux compile errors
1 Year Ago
server compile fix
1 Year Ago
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1 Year Ago
Buildfix: Hide DDraw calls behind CLIENT Tests: checked all build modes
1 Year Ago
Update: DDrawAIDataPoints is an editor server var (instead of client) - Also fixed formatting and borked whitespace on one line This makes it a bit more consistent with how it's implemented (since ServerMgr executes the drawing). Tests: On craggy spawned junkpile_j, enabled the flag - debug rendering worked.
1 Year Ago
Adjusted battering ram and ballista mount positions
1 Year Ago
Optim: Reimplement AI-Cover/Move-Point debug drawing as a utility function instead of FixedUpdate - Also now requires both CLIENT+SERVER being active in the editor (as it's part of ServerMgr's FixedUpdate step) - Will reconcile the client cmd line arg but server logic in next CL This wins us 5.5ms on 6k procedural map in editor Tests: loaded a 6k procgen map on 1337 seed and checked the profiled. Tried enabling the debug flag, but it nukes the perf. Tested flag on craggy by spawning junkpile_j - saw the debug graphics.
1 Year Ago
SimpleVehicleVisuals server compile fix